Keres
From Goonwiki
| Keres | ||
|---|---|---|
![]() Hull: Maulus Class Role: Electronic Attack Ship Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels. Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal. | ||
| High slots | 2 | |
| Medium slots | 5 | |
| Low slots | 3 | |
| Rig slots | 2 | |
| Power output | 33 MW | |
| CPU output | 205 tf | |
| Turret slots | 2 | |
| Launcher slots | 0 | |
| Max targets | 7 | |
| Shield capacity | 313 | |
| Shield resists (EM/EXP/KIN/THERM) | 0/60/70/40 | |
| Armor HP | 351 | |
| Armor resists (EM/EXP/KIN/THERM) | 60/10/67.5/51.25 | |
| Capacitor | 375 | |
| Drones | 10 m3 | |
| Drone Bandwidth | 5 Mbit/s | |
| Cargo | 175 m3 | |
| Max Speed | 382 m/s | |
| Insurance Cost | 646,304.40 | |
| Insurance Payout | 2154,348.0 | |
| Updated for Booster Patch | ||
| Required Skills | ||
| Primary | Gallente Frigate | V |
| Secondary | Electronic Attack Ships | I |
| Tertiary | N/A | |
| View Ships by Type | ||
Contents |
[edit] Overview
The Keres is a Gallente Electronic Attack Ship. Basically, it's the Lachesis' bratty little brother. It makes an excellent dedicated tackler that can be extremely hard to shake off given its long scram range and bonus to remote sensor dampeners, and therefore an excellent small gang support ship that can easily escape if things get hairy. It doesn't do any DPS to speak of, but doing DPS is the last thing you need to be concerned about when flying an electronic warfare ship in general and a frigate-sized one in particular.
Since the RSD nerf, it can't effectively damp anything but a frigate or un-boosted T1 cruiser, and its tackling bonus isn't much better than a tier-1 interceptor's. Fly an Ares.
In Greek mythology, the Keres were the daughters of Nyx. The singular form of Keres is Ker. Keres may also by synonymous with fate.
[edit] Bonuses
- Gallente Frigate Skill Bonus
- 5% bonus to remote sensor dampener effectiveness per level.
- 10% reduction in remote sensor dampener capacitor need per level.
- Electronic Attack Ships Skill Bonus
- 10% bonus to warp disruptor range per level.
- 10% reduction in warp disruptor capacitor need per level.
[edit] Fittings
[edit] Small-Gang Keres
- High
- 2x 250mm Light 'Scout' Artillery I
- Mid
- 1x 1MN MWD II
- 1x Warp Disruptor II
- 2x Kapteyn Sensor Array Inhibitor I (or better named)
- 1x Small Capacitor Booster II (75's or 100's)
- Low
- 1x Overdrive Injector System II
- 2x Nanofiber Internal Structure II
- Drones
- Has 10m3 bay, only 5m3 bandwidth, so just use Warrior IIs
LOL Theorycraft. Yeah, I made this before Trinity was released on Tranq, but I tested it on Singulary with a Huge Success so I'm including it here so people can get an idea of what the Keres is good for.
Highs: Your DPS is shit, but you might as well include weapons, because why not? Arty is good because it can hit at or near your scram range and unlike lasers/hybrids it takes no cap, so there's literally no reason to not equip them. You can kill pods or something, I dunno.
Mids: This is the important bit. The MWDII is obvious but more importantly: With EAS IV you can scramble from 34km away with the WDII. That's pretty awesome. The two RSDs allow you to take advantage of the other bonus: I haven't played around with scripts yet, but two range-inhibiting ones ought to work quite well. Someone who knows scripts please update this section with conclusions tia
The Cap Booster works better than any Cap Recharger or Cap Power Relay can. This is because on a small ship, CPRs and CRs scale with your max capacitor, which is not very much (around 350 with good skills). You could downgrade to a named MWD, but instead, just equip a cap battery. With reasonably good cap skills, you can permarun all this stuff with Cap Booster 75s!! Remember, the skill Sensor Linking reduces the cap cost of your RSDs, so with that at a high level it doesn't really matter what you use (at SLIV, EASIV, EMV and ESOV I can actually permarun RSDIIs).
Lows: The Keres is a surprisingly fast ship. With tech-2 fittings and okay nav skills it goes 4575m/sec, which is pretty nice for a ship that can also disrupt at around 34km.
Usage: You do like 30 dps with drones. Don't rely on your damage except to take out pods. Also, your effective HP is going to be less than 2,000. So you rely entirely on the RSDs and distance to keep out of lockrange. This means that you are not a solo ship under any circumstances and you're going to do absolutely nothing in a fleet that an inty can't do better. The Keres really shines in small gangs, where it's a low-cost fast substitute for a Lachesis. Great small-gang gatecamp ship, although you'll need to rely on something else (maybe a Hyena) for webs.
Also, it looks pretty cool.
EDIT: Soggy's Suggestions: Perhaps consider including a combat probe launcher if in small gang use, seriously why bother doing DPS, also things to consider are energy neut drones or even webbing drones (not sure if they make a small size for those but I am pretty sure they do). Also consider cloak in high slot for hiding until necessary.
Edit: I wouldn't put a cloak on this ship since you really need to be able to lock first in small-gang fights. And ^^^ lol there's no way to fit a probe launcher on this and manage to still have RSDs; with Electronics V you get 256.25 cpu and a probe launcher is 220 cpu. Also, use Targeting Range Dampening Scripts so that you can actually break locks/keep people from safely getting in lock range.
[edit] The Better Keres
- High
- 1x 250mm Light 'Scout' Artillery I
- 1x Prototype Cloaking Device
- Mid
- 1x 1MN Gist B-Type Microwarpdrive
- 1x Domination Warp Disruptor
- 1x Cap Recharger II
- 1x Sensor Booster II (scan res script)
- 1x Small Capacitor Booster II (75's or 100's)
- Low
- 1x Overdrive Injector System II
- 2x Nanofiber Internal Structure II
- Drones
- Has 10m3 bay, only 5m3 bandwidth, so just use Warrior IIs
This setup tackles from 42km and is unkillable by anything except really fast hacs and interceptors. Oh and it costs around 350m to fit. I used it in a couple small gangs and gatecamps and it works great. I definitely recommend it if you have too much money to spend and want to fly something unconventional and fun.
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