Ambo's PVP Cheat sheet

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1 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. 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.

2 Damage Types The 4 damage types in Eve are,, and. 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 Projectiles Lasers Hybrids Drones 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% damage) Mjolnir Scourge Inferno Nova Decent damage selection unless you want long range ammo Fusion + a little kinetic Phased plasma + a little kinetic P + a little kinetic and explosive Barrage (T2 long range) roughly 60/40 / Tremor (T2 long range) roughly 60/40 / and damage only Multifrequency - roughly 60/40 /. Scorch (T2 long range) roughly 80/20 / Conflagration (T2 high damage) 50/50 / Aurora (T2 long range) roughly 60/40 / and damage only Antimatter roughly 60/40 / Spike (long range) 50/50 / Null (long range) roughly 55/45 / Void (high damage) 50/50 / 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

3 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 (50%) and (45%) but low resistances to (25%) and (10%). (Note not all T1 ships have these exact resists but they are close enough for our purposes) Conversely, shields have high (50%) and (40%) resistance but low (0%) and (20%) In-game, resistances of both shield and armour are dependant on fittings, pilot skills and fleet boosts, but these rules of going for and damage against shield tanks and and damage against armour tanks are your best bet in most cases. Tech 2/3 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 and 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 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. Natural T2 resist

4 T1 Frigates Slow <= 320 m/s Fast >= 350 m/s Very Fast >= 400 m/s Exploration Support Ewar Attack Combat Faction Heron 3(2:2)-5-2 Bantam (S) 3(2:0)-4-2 Griffin (A) 2(0:2)-5-2 Condor 4(0:3)-4-2 Kestrel (S) 4(0:4)-4-2 Merlin (S) 3(3:0)-4-3 Hookbill 3(0:3)-5-2 Magnate 3(2:2)-3-4 D 15/40 Inquisitor (A) 3(2:0)-2-4 Crucifier (A) 2(2:0)-4-3 D 15/45 Executioner 4(3:0)-3-3 Tormentor 3(3:0)-3-4 Punisher (A) 4(3:0)-2-4 Slicer 3(2:0)-2-5 Imicus 3(1:0)-4-3 D 20/40 Navitas 3(2:0)-3-3 Maulus (A) 2(2:0)-4-3 D 20/30 Atron 4(3:0)-3-3 Tristan (A) 3(2:0)-3-3 D+ 25/40 Incursus (A) 3(3:0)-3-4 tank Comet 3(2:0)-3-4 D 15/30 Probe 3(2:2)-4-3 D 15/35 Burst (S) 3(2:0)-3-3 Vigil 2(0:2)-5-2 Slasher 4(3:0)-4-2 Rifter 4(3:2)-3-3 Breacher (S) 3(0:3)-4-3 tank Firetail 3(2:1)-4-3 Pirate Frigates Blood Raiders Angel Cartel Serpentis Sansha Guristas Cruor 4(2:0)-3-3 Dramiel 3(2:1)-4-3 D 15/20 Daredevil 3(2:0)-3-4 Succubus 4(2:0)-4-2 Worm (S) 3(0:2)-4-3 D 25/50

5 Natural resist Assault (Afs) Electronic Attack (EAFs) Weak T2 Interceptors No T2 Can warp through bubbles Reduced MWD sig penalty Covert Ops Cloak Covert Cyno No T2 Bombers Cloak Covert Cyno Weak T2 Can fit torps T2 Frigates Harpy (S) 5(4:1)-4-3 Hawk (S) 5(2:4)-5-2 tank Kitsune 3(1:3)-5-2 Raptor (S) 4(3:1)-3-3 Crow 3(0:3)-4-3 Long point range Buzzard 3(1:2)-5-2 Manticore 5(2:3)-4-2 damage Retribution (A) 5(4:0)-2-5 Vengeance (A) 5(3:4)-3-4 Rockets Sentinel 3(2:0)-4-3 D 20/60 Crusader 4(4:0)-2-4 Malediction (A) 3(3:3)-3-4 Long range point Anathema 3(2:2)-4-3 Purifier 5(2:3)-3-3 damage Enyo (A) 5(4:1)-3-4 Ishkur (A) 4(3:0)-3-4 D+ 25/25 Keres 2(2:0)-5-3 Long point range Taranis 4(3:0)-3-3 Ares 3(3:1)-3-4 Long range point Helios 2(2:0)-5-3 Nemesis 5(2:3)-4-2 damage Jaguar 4(3:1)-4-4 Wolf (A) 5(4:1)-2-5 Hyena 3(2:2)-4-3 Claw 4(3:1)-2-4 Stiletto 3(2:1)-4-3 Long range point Cheetah 3(2:1)-4-3 Hound 5(2:3)-3-3 damage

6 T1 Destroyers Slow <= 240 m/s Fast >= 260 m/s Very Fast >= 300 m/s Destroyers Cormorant 8(7:1)-3-2 Corax (S) 7(0:7)-4-2 Coercer 8(8:0)-3-2 Dragoon (A) 6(3:3)-2-4 D+ 25/75 Catalyst (A) 8(8:0)-2-3 Algos 6(5:0)-3-3 D+ 35/60 Thrasher 8(7:1)-3-2 Talwar 7(0:7)-3-3 T2 Destroyers Natural resist Interdictors Warp Bubbles Flycatcher (S) 8(2:6)-5-1 Heretic (A) 8(4:7)-3-3 Eris (A) 8(7:1)-2-4 Sabre 8(7:1)-4-2

7 T1 Cruisers Slow <= 210 m/s Fast >= 240 m/s Very Fast >= 270 m/s Support Ewar Attack Combat Faction Osprey 5(1:2)-5-3 D 20/20 Blackbird 4(3:3)-6-3 Caracal 5(0:5)-5-4 Moa 5(5:0)-5-4 Osprey Navy 5(2:4)-6-4 Caracal Navy 6(0:6)-5-4 Augoror 5(3:0)-3-5 D 20/20 Arbitrator 4(2:2)-4-5 D+ 50/150 Omen 5(5:0)-3-6 Maller 5(5:0)-3-6 Omen Navy 5(4:0)-3-7 Augoror Navy 5(3:0)-3-7 Exequror 3(3:0)-4-6 Celestis 3(3:3)-5-5 Thorax 5(5:0)-4-5 Vexor 4(4:0)-4-5 D+ 75/125 Exequror Navy 5(5:0)-4-6 Vexor Navy 4(2:0)-4-6 D+ 125/200 Scythe 3(2:1)-5-5 D 45/45 Bellicose 4(0:4)-5-4 Stabber 6(4:2)-4-4 Rupture 5(4:1)-4-5 D 30/30 Scythe Fleet 5(4:4)-5-5 Stabber Fleet 5(5:3)-4-6 Pirate Cruisers Blood Raiders Angel Cartel Serpentis Sansha Guristas Ashimmu 6(3:0)-4-5 Cynabal 5(4:0)-5-5 Vigilant 5(5:0)-4-6 Phantasm 5(3:0)-6-3 Gila 5(0:3)-6-4 D+ 125/400

8 Natural resist Force Recon Cloak Covert Cyno Weak T2 resists Combat Recon resists Heavy Assault (HAC) 50% reduction in MWD sig penalty Heavy Interdictor (HIC) Infini point Logistics T2 Cruisers Falcon 4(3:1)-7-3 Rook 5(2:5)-7-3 Cerberus 6(0:6)-5-4 Eagle (S) 5(5:1)-6-4 Onyx (S) 6(0:5)-6-4 Basilisk (S) 6(1:2)-5-2 Pilgrim 4(3:0)-5-5 D+ 50/150 Curse 5(2:4)-6-4 D+ 50/150 Zealot 5(5:0)-3-7 Sacrilege (A) 6(1:5)-4-5 Devoter (A) 6(4:0)-3-7 Guardian (A) 6(3:0)-2-5 Arazu 4(3:1)-6-4 Point range Lachesis 5(3:3)-7-3 Point range Ishtar 4(4:0)-5-5 D+ 125/375 Deimos 5(5:0)-4-6 armour tank Phobos (A) 6(5:0)-4-6 Oneiros 4(2:0)-4-5 Rapier 4(3:1)-6-4 Web range Hugin 6(3:3)-6-3 Web range Muninn 6(5:1)-3-6 Vagabond 6(5:1)-4-5 Very fast shield tank Broadsword (S) 6(5:3)-6-4 Scimitar 4(2:1)-5-4 D 45/45

9 T1 Battlecruisers Slow <= 150 m/s Fast >= 200 m/s Very Fast >= 225 m/s Combat Battlecruisers Attack Battlecruisers Can use large weapons Faction Battlecruisers Ferox (S) 8(7:0)-5-4 Drake (S) 7(0:6)-6-4 Naga 8(8:0)-6-3 Drake Navy 8(0:8)-6-4 Prophecy (A) 5(4:4)-4-7 D+ 75/225 Harbinger 7(6:0)-4-6 D 50/75 Oracle 8(8:0)-3-6 Harbinger Navy 7(6:0)-5-6 Brutix 7(6:0)-4-6 armour Myrmidon 5(5:0)-5-6 D+ 100/200 armour Talos 8(8:0)-4-5 Brutix Navy 7(6:0)-4-7 Hurricane 7(6:3)-4-6 D 30/30 Cyclone 7(2:5)-5-5 shield Tornado 8(8:0)-5-4 Hurricane Fleet 8(6:3)-4-6 D 30/30 Natural resist Command Ship resists T2 Battlecruisers Vulture (S) 7(5:2)-6-4 Nighthawk (S) 7(2:5)-5-5 Damnation (A) 7(2:5)-4-6 D 50/100 Absolution (A) 7(5:0)-3-7 Eos 6(4:0)-4-6 D+ 125/250 armour Astarte 7(5:2)-4-6 D 50/75 armour Claymore 7(2:5)-6-4 D 50/75 shield Sleipnir 7(5:2)-5-5 shield

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