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Eva online ships. Which ship to choose to earn ISK. Cargo ships of standard projects

To prepare a post about the transportation of goods in Eve Online, I will make an excursion into the types of spikes.

Ships in EVE are divided into 2 large groups - capital and ordinary.

In both groups there are several types that differ in technology.
In particular, capital ships can be factional, tech 1, tech 2, but ordinary ships, in addition to those listed, have another modification - tech 3.

Industrial types of ships are suitable for transporting goods. As a rule, the main bonus for such ships is associated with an increase in the volume of the cargo compartment.

Types of capital ships intended for transportation are freighter (Tech 1) and jump freighter (Tech 2), there is also only one capital fractional (ORE) freighter - Bowhead (designed to transport assembled ships within itself).

Types of ordinary ships for transportation - ordinary (tech1), transport ships (tech 2), ships of the ORE faction.

The ORE faction creates highly specialized ships. For example, Noctis has bonuses for tractors and salvagers, and there are also 3 ships (Rorqual, Orca, Porpoise) that give bonuses for extracting resources - ore, ice. I wrote about Bowhead from ORE above.

The most interesting for a professional carrier are freighters, jump freighters and transport ships (they, in turn, are divided into blockade runner transports and DST (Deep Space Transports).

The peculiarity of blockade fighters is that you can attach a carpet cloak to them and, accordingly, warp in invisibility, and this is very important for flying in zeros, because you can hit the bubble, but at the same time remain invisible to enemies. However, a blockade runner with a carpet weaver does not provide a 100% guarantee of safety, because... If an object closer than 2 km appears next to the ship, the invisibility will disappear.

Also a very important feature is the non-scanning cargo compartment, that is, you can carry very expensive cargo and no one will know about it, because the hold cannot be scanned. Unfortunately, the blockade runner does not have a large hold, but it is convenient to carry small but expensive things. These can be implants, skill extractors or injectors, as well as various factional modules.

DST. This type of ship has an excellent fleet hangar volume of 60,000 m3 (at maximum skills). Also has a +2 native strength to resist diz or scrambler. Can be fitted into a decent tank. For safe flights, the pilot must be able to perform the MIA+Klok trick. This will allow camps to be held in lowsec. And if you fit the MZD, then you can bypass the bubbles.

A short video (not mine) with a demonstration of shred + MZD + going into warp 88 km from the gate.


Well, with freighters and jump freighters everything is clear - they have the largest holds. Jump freighters can also jump 10 light years at a time. And for the j-freighter you need zinc as a second account, or if in the zeros, then cinogen on the POS.

In the second part of the guide to exploring in EVE Online, we will talk about ships and skills. The material was prepared together with the guys from our corporation - The Eastern Cartel, as well as using English-language sources. Let's start with the ships.

1. Ships for exploration in EVE Online

1.1 T1 frigates

The most accessible ships for exploration are T1 frigates: Imicus , Magnate , Heron , Probe. They have small bonuses to scanning and hacking containers. The advantages include low skill requirements and low cost. The disadvantages include the fact that you cannot install Covert Ops Cloaking Device II on them. This is a key module for exploring in lowsec, zeros and W-Space. It provides invisibility during warp, and also does not impose restrictions during normal flight. Without it, you will be easy prey for campers at lowsec gates and those who want to catch you in VH.

However, with well-pumped skills and straight hands, these frigates pose a threat to other ships of a similar class. Let's say, the nondescript Imicus has a fairly spacious hangar for drones (for eight) and is capable of managing four. Just now, my co-corps dismantled the Manticore stealth bomber on such a boat, and before that, drove off the Heron. True, he is a fan of PvP on frigates, so this is a special case.

Therefore, the recommendation is simple: fly them in highsec to gain initial experience. Of course, no one forbids you to fly along lowsec and climb into wormholes, but be prepared for the fact that those who like easy prey will catch you there.

1.2 T2 frigates (Covert Ops)

More advanced versions of explorer frigates -, Anathema , Cheetah , Helios. In addition to stronger scan bonuses, they can carry Covert Ops Cloaking Device II. This qualitatively changes the process of moving through dangerous sectors of space. You can warp with a carpetcutter while remaining invisible. This makes the ship almost elusive. Also, the shred does not affect the normal movement speed, unlike other similar modules. This is a big plus if you are welding to a date or relic, and the containers are located at a distance of 60-70 km or more. In addition, T2 frigates have bonuses to combat capabilities. Another plus is that T2 frigates are relatively inexpensive. The body with body kit will cost you 25-30kk. This money is earned in one successful flight.

The disadvantages include the fact that it takes a long time to develop skills on them. Requirements: Racial frigates and Electronic Upgrades in V, which takes about three weeks in total. In addition, they are completely unsuitable for passing combat anomalies and dates and archaeological sites protected by sleepers. All it takes is a couple of sleeper frigates to turn your ship into junk.

1.3 Faction ships

Faction ships for exploration include ships from the Sisters of EVE faction: frigate Astero, cruiser and battleship Nestor. They have bonuses for scanning and hacking. The advantages include low minimum skill requirements and the ability to carry a carpet clog. Often, beginners choose these ships because they can quickly board them, rather than having to wait three weeks for the skills needed for T2 frigates to develop.

So, my dear friends, you have mastered or not mastered the guide of an absolute noob and now it’s time for me to tell you about ships, as well as about miracle pipes, that is, weapons installed on ships.

Any keen eye will easily notice in no more than three days that there are a lot of ships in EVE. This variety is scary at first, since they are all somehow different, cost money, and the purpose of each of them is completely unclear. And in Ruskanal, meanwhile, due to constant questions “what to buy next”, you are already being offered to cut yourself with hardened ties.

But don’t rush to kick yourself with this important business accessory, but rather get inspired by my madness and read this gir about different ships.


Ships

First, let's look at the fifth column. All ships, except for nubships, in Eve display terrible nationalism and require knowledge of the ship skills of the corresponding race. In other words, if you have a Caldari Frigate, then the Gallentean frigate will only take you into the hold and as a frozen carcass, also known as the Frozen Corpse. It’s difficult to get fun from a game like this, so first you need to take care of the appropriate skills.

The exception is factional (and pirate, which are also factional) ships. A faction ship is a special type of ordinary T1 ship, issued by a faction for special merits, dropped by faction officers, or bought for significant money on the black market (the black market is not a market in the Minmatar sector, don’t get your hopes up). Some faction ships require knowledge of as many as two racial skills, although bonuses come for both.

By the way, about bonuses. Each ship in EVE has bonuses, which can be found out by thoughtfully reading the ship's info. Bonuses can be fixed (such as energy consumption reduced by 99% for some type of module) and depending on the level of pumping of this ship. For example, for each level of the Caldari Frigate skill, the frigate Kestrel adds 10% to the power of kinetic missiles. Ship bonuses are a great power, and if someone thinks that a 5% increase is not enough, then believe me, it only seems so.

Yes, some ship classes have two varieties - T1 and T2. T is the technological level. For all T2 ships, you must have skills pumped up to the limit for T1 ships of the same type, and in addition, usually a lot of other, very long, skills. But T2 ships also contain a lot of cool stuff. By the way, they are also expensive as hell.

Now let's go to individual classes.

Egg

I don’t know if Koschei exists in Icelandic mythology or if he is immortal, but your death is most definitely contained in the egg. The egg hatches from the ship after its destruction; if the egg is lost, instant teleport to the clown follows. This, by the way, can be used for jumping over long distances, since the clone can be moved between stations. This phenomenon also has a downside - if you went somewhere deep into the tambourines and they gave you an egg there and you have a clown on the other end of the map, you will have to go all the way again.

Chauvinism is absolutely alien to the developers, so the number of eggs for male and female pilots is absolutely the same and equal to one. Take care of your eggs!

By the way, NPCs do not react to the egg at all, which is useful for reconnaissance missions.

Rookie Ships

The starting ship into which you will be placed immediately after hatching at the station. Free, cannot be sold or recycled. Issued each time you arrive at the station on an egg. The purpose of a noobship’s existence is to be thrown out (Trash) as quickly as possible, because it is extremely unsuitable for meaningful activity. But it’s not a pity to lose.

Frigates

Frigates ( it's not a mistake, it's slang) every race has assholes. Among them there is always a digging frigate (with a bonus on the amount of ore dug), an electronic warfare frigate (EW, it fights mainly by causing laughter from enemies), a reconnaissance frigate and a couple of outright combat ones. In principle, this does not mean that it is necessary to dig ore with a mining frigate or fight in combat, but the bonuses for each ship clearly hint at their purpose. All frigates run very cheerfully, quickly turn around and die quite quickly.

The most prominent representatives, in my opinion:

Kestrel (Cald) is a distinct missile combat platform. Completely incapable of digging, but can have four launchers. In the right hands, it can spit missiles at a lot of people.

Merlin (Cald) is the second Caldari combat platform, a very good, strong and balanced frigate.

Vigil (Minm) – Minmatar frigate. Knowing it is absolutely necessary for any fighter in PVP, since it is one of the fastest frigates and the best tacklers (a tackler is a ship that catches a victim and holds him in place while his helmet is broken by those battleships). Just a great ship.

Rifter (Minm) is the second Minmatar frigate, beloved by the public. It also runs around like mad and is valuable both in PVP and in the war with NPCs (PVE). It looks like it was assembled from a nearby heating main.

Punisher (Amarr) – Amarr star-dispensing machine.

Frigates have four T2 varieties:

Interceptors (Interceptors)
The fastest ships. They are very fragile, but have a small signature (Signature, determines the aiming speed, the probability of a hit, and the damage inflicted on the ship), which makes them a problem to hit. They are moderately armed for a T2 ship, but they should not be underestimated. They capture the target very quickly. They are most often used for reconnaissance, capturing and holding targets (tacklers) or as part of mobile strike fleets. Capable of causing problems for any class of ships without exception.

Covert Ops frigates (Subtle reconnaissance)
They are able to use Covert Ops cloaking device, while they can fit a lot of other things. Very fragile, but it is almost impossible to kill a covert without mistakes on his part. The reason is that when the cesspool is turned on, the covers are completely invisible, even while jumping around the system. They cannot fight under the cloaca, but this is usually not required of them. Purpose - reconnaissance, bringing the strike fleet to the target, transporting valuable cargo, searching for SafeSpots, and occasionally finishing off.

Stealth Bombers (stealth heavy missile platforms)
Child of sin between missile platforms and Coverts. Covert Ops cannot use a cloaca, only a regular one, which is why it is necessary to open up to jump into the warp. It has very heavy weapons for a frigate - several launchers for cruise missiles (Cruise Missile Launcher). Purpose: ambushes, raids on enemy communications, fire support. Thunderstorm of the Hindus.

Assault Ships (AF, heavy assault frigates)
Assault frigates. Tough as a soton and studded with guns like something very studded with guns. They are capable of withstanding battles with cruisers and even battlecruisers; in numbers of more than one they can be a source of disappointment for absolutely any ship. Thing.

Destroyers (destroyers, also known as destroyers)

An intermediate class between frigates and cruisers, organically combining the disadvantages of both. Not bad for digging at first, but combat qualities suffer greatly from its large size (the signature is almost like a cruiser) and -25% penalty to the rate of fire. In skillful hands they can do a lot, but in skillful hands they must develop very, very many skills. If you are not planning to dig ore, then I dare to recommend forgetting about the destroyers and saving up for a cruiser.

The T2 variety of destroyers are the newly added Interdictors. Their rate of fire penalty has been removed and the ability to spit warp neutralizers has been added. Since, frankly speaking, there aren’t a lot of interdictors in the game yet, and it’s very long and expensive to upgrade to them, we won’t focus on them.


Cruisers, they are also cruisers or cruisers

Cruises are the second largest class after frigates and also contain vessels with pronounced specialization. Each race has assault, digging and EW cruisers, but if the frigs are almost equal among themselves, then among the cruisers there are more and less evil ones. The most prominent representatives:

Caracal (cald) – missile platform. Despite some similarities to a beer opener, the ship is very powerful. Has 5 missile launchers and a bunch of slots besides them. True, it is not very strong, but by the time it lands on the caracal, the pilot usually already has a good grasp of the skill of quickly getting away.

Torax (gallente) – a cannon platform with bonuses to medium hybrid cannons and microwarp drive (MVD). It’s a fairly skill-intensive ship, and in order to steer it wisely, you need to study for a long time. However, in the right hands it is very cool. For entertainment, he can carry 5 medium drones, which greatly adds excitement to the enemy.

Maller (amarr) is the strongest T1 cruiser in the game, a heavyweight paired with Thorax and Ruptura. Made according to Amarr philosophy and somewhat similar to the Aurora cruiser - it implies straightforward and revolutionary attacks. Hurray, comrades!

Rupture (minm) – oh, this is our guest from the black ghetto! The Negro cannon platform, assembled, as always, from the remains of a heating plant, but nevertheless fights fiercely.

Stabber (minm) – I think everyone has already understood who and what it is made of, but this is the fastest T1 cruiser in the game, and that’s already something.

BlackBird (Cald) is a powerful electronic warfare cruiser. Capable of jamming two, or even three battles, with luck. An extremely unpleasant opponent. It has a downside - due to its harmfulness to health, BB is often the first target and, seeing it on the enemy, everyone immediately drops what they are doing and starts kicking him.

T2 cruisers have many varieties:

Heavy Assault ShipsCruisers (HAC, HACKS).
Heavy assault cruisers. Very strong and powerful ships, one of the most interesting vehicles in the game. They study for a very long time and involve installing the best equipment, but their power is monstrous. They are very expensive and in constant shortage, which makes prices even higher.

Logistics Cruisers
Cruisers designed to provide energy for the fleet. By themselves they are quite stupid, but in gangs they can be very useful. They are quite rare.

Recon Ships
The recently appeared class of T2 cruisers has two varieties: Covert Ops cruiser (Force Recon) and strike cruiser (Combat Recon). They have a bonus for opening Cinematic Fields (oh vey, a difficult word!). No one has seen them live yet, but everyone is already afraid, because there is a possibility that they will be Uberships.

Battlecruisers – Battlecruisers, BC.

An intermediate class between cruisers and battleships. Strong, fairly well armed, good bonuses. Intended to be a command ship for gang leaders. Each race has one BC.

T2 variety – Command Ships

Even more emphasis on strength and team capabilities.

Battleships, they are also battleships, they are also battles.

The basis of the striking power of any self-respecting fleet. Hulking, hefty things, hung with guns and armor. They have a huge number of possible configurations and can be optimized against any type of target. They are expensive, but since they are T1, insurance covers them well. Each race has two battleships, first and second level. There are no bad battleships in the game. From the general heap three can be distinguished:

Scorpion (Caldari) is the most powerful electronic warfare ship in the game. Can jam three battleships from 100 km without problems, completely removing them from the battle. For this reason, by the way, they try to kill the scorpion as quickly as possible.

Raven (Caldari) is a very, very strong ship. Famous for the fact that it can simultaneously inflict very strong damage and tank the shield. It is extremely difficult to defeat Raven with another battle in a 1v1 battle. Is actually the best choice for completing NPC missions. In addition, of all the battleships, equal requires the least amount of skill to use effectively.

All other battles are also very, very interesting, but you can easily figure them out by reading their information and looking at the bonuses. In general, battleships last a long time.

Industrial Ships (Indians)

Cargo ships. Slow, but roomy. They have a T2 variety - Transport Ships, which are even slower and even more spacious. And stronger.

Mining Barge

Specialized barges for digging ore. They dig for ore like the devil himself, but they require infrastructure to support them - they must be protected and what has already been dug up must be taken away from them in a timely manner. A lone barge can easily destroy the entire asteroid belt, after which noobs are quite puzzled by the emptiness that has arisen in place of sweet minerals.

Capital Ships, also known as capital ships.

Capital ships are inaccessible to mere mortals, because they cost a ton of money and require a ton of skills. So just a quick overview, yeah...

Freighters are transports of enormous capacity. Defenseless, extremely slow.

Dreadnoughts - dreadnoughts. Assault ships designed to attack POS (player owned structure). They are capable of going into siege mode, where they are very invulnerable. Equipped with WarpDrive, which means the ability to jump between systems without using a gate (but someone needs to open the Cynosural Field for them at the destination). When jumping from the dreadnought's JumpDrive into the system, everyone interested is notified about it. Cannot fly in empires in systems with security higher than 0.3

Carriers - air bases. They are not armed, but are equipped with fighters, which are very powerful drones. They can attach drones to members of their gang, after which the former follow the latter everywhere and beat everyone. And they know how to hit. I don't think it's live yet.

Motherships – even more airbases. They may have clonils in them, as well as corpangars. Designed for mobile deployment of fleets. No one has built it yet.

Titans. Local death stars. They can give stars to everyone in the area, they can work as a mobile station. Klonilka, hangars - everything is there. Monstrously expensive and powerful ships. Due to the lack of a shushpan with a lightsaber in Eve, as well as the planet Alderan for destruction, and maybe for some other reason. As of November 24, 2007, about 13 titans have been built in the game, 4 of them have already been destroyed.

In the EVE Online universe, a huge range of spaceships awaits pilots. EVE Online ships vary greatly in size and purpose - from agile frigates to giant titans. Each of the game races in EVE Online has a fleet of all the main classes of ships, while maintaining racial specializations and weapons.

Spaceships in EVE Online are necessary for all types of activities - battles, mining valuable ores, transporting goods, and even hacking the technologies of disappeared civilizations. In EVE Online, spaceships are tools of creation and destruction, thanks to which capsule pilots can solve certain problems and achieve their goals.

Attention Register in EVE Online to be able to try this masterpiece of digital culture today. Additional experience points for your character will get you off to a good start in your career in space!

Overview of models and actual sizes of ships in EVE Online

Comparison of the sizes of all ships in EVE Online with real objects

Gallente Federation ships in EVE Online

Gallente Federation ships primarily specialize in the use of drones, which are at best secondary weapons for other empires.

Ships of the Caldari State in EVE Online

Caldari ships are significantly better able to use energy shields as a basis of defense and are much better at using missiles as their main weapon.

Ships of the Minmatar Republic in EVE Online

Minmatar Republic ships in EVE Online typically embody speed and firepower, combining lightweight hull construction with firearms.

Ships in EvE Online are something that no player can do without. You can't walk much in space :). In this part of the guide we will talk about all the main types of aircraft and their purpose. The description will use the slang generally accepted in EVE, so that in the future you will not get lost in the game when you hear unusual names. For greater simplicity, slang terms will be given in parentheses after the official ones.
Let's start with the fact that each race has its own line of ships, which means that to pilot each of them you will need appropriate driving skills. Simply put, the learned skill of piloting Galentine frigates will not give you the opportunity to fly Minmatar frigates. In addition, if in ordinary MMORPGs you assigned armor, weapons and magical artifacts to your character, here the ship plays this role. And what’s noteworthy is that the icon of the armor or power shield is stylized to resemble knight’s armor - obviously for clarity, although this is where all the visual similarities with its fantasy sisters in Eve end.

Capsule (Egg)

The rescue capsule in which the pilot finds himself after the loss of the ship. Serves only for moving to the place of purchase of a new aircraft. No additional modules can be installed on it. It is destroyed very easily, but due to its small size and instantaneous escape into the warp, it is quite difficult to catch it. If the capsule is destroyed, the pilot is reborn at the station where the clone was purchased (a copy of the pilot, which allows you not to lose skills in the event of death). Clones can be purchased at all stations where the pilot can land, and where there is the necessary equipment called a “cloner”. The more skills a pilot learns (the count is based on the number of skill points), the larger the amount you will have to pay for your copy.

Rookie ship (nubship)

The simplest ship given free of charge at the station at the very beginning or in case of successful return to the “egg”. Almost useless and just serves to familiarize yourself with the game. Any frigate, even the cheapest, is much more useful.

Frigate (Frigate or frig)

A light fighter that is available from the very beginning. It is here that you will gain basic piloting and combat experience. It is lightly armed, poorly protected, but has decent speed and maneuverability. Only the weakest defense systems and class S weapons are suitable for installation. The main purpose is to intercept and “hold” enemy warships, finish off ejected enemy pilots, reconnaissance, destroy transport ships (which he can do alone), etc. Each race has several types of frigates; The higher the required level of piloting, the better the ship, as a rule. In battle, as additional equipment, frigs are equipped with special devices - scramblers/disruptors, which block the enemy's jump engines, preventing him from leaving the battlefield. This opportunity makes these nimble ships almost irreplaceable, and given their low cost, very popular among pilots - from seasoned aces with an impressive list of victories, to naive newcomers who just came to the world of EVE yesterday.

Almost every type of ship in the EVE universe has a T2 modification, which is very different from the base model. Improvements are specialized in nature depending on the purpose. In the case of frigates, there are currently 4 types.

Interceptor (interceptor or inter)

The fastest ship in the game, the parameters of the power shield and armor have been improved, and the configuration of slots for placing equipment has been changed. All this makes interceptors indispensable for searching, intercepting, and destroying light enemy ships of a similar class or transport ships. Acting in pairs, they can emerge victorious in a battle with ships of a higher class. Also, inters are excellent at holding any ships due to their amazing speed, maneuverability and better survivability compared to frigates (they are simply more difficult to hit). However, you have to pay for all this in hard cash - their price is hundreds of times higher than the cost of the original model. For example, the most popular Minmatar frigate, the Rifter, can be purchased for 150 thousand isks; for the interceptor you will have to pay at least 5–6 million.

This is a leisurely armored combat platform, stuffed to the gills with weapons. It is distinguished by considerable survivability and an excellent defense/attack ratio, and is therefore designed to shoot any ships of its class. Although, with the proper skill of the pilots, he is quite capable of going against a cruiser. The price of Assaults is comparable or higher than the cost of Interceptors.

Covert Ops (cover, carpet)

Its main feature is the use of an invisibility generator (cloaking device). Its other task is to detect a hiding enemy, for which special probes are used, which are installed only on this type of ship. Being under the cloak of invisibility, the covert can fly, perform intra-system jumps, and direct the fleet to the target. But to start shooting or turn on the scrambler, you will have to appear in front of the enemy. Coverts are poorly armed and protected, and do not have very high speed, but for reconnaissance and search there is no better option. Their price is comparable to the cost of interceptors (about 10 million), although a frigate with similar characteristics can be bought for 100–200 thousand ISK. But the worst is yet to come. For the amount you pay for the invisibility device (85 million ISK), you can easily buy a battleship. Flying these ships, searching for enemies with probes, is quite difficult, but the reward for the pilot will be the universal respect of his comrades in arms. After all, without a cover, any fleet is simply blind, and in most cases the outcome of the battle depends on accurate intelligence data. Also, invisible ones are very convenient for transporting expensive cargo - usually they are used to transport things worth from 100 million to several billion.

Stealth bomber

This is a heavy missile frigate that can use a stealth generator, and has the ability to carry cruise missiles on board. Before the advent of this type of ship, only battleship class ships could boast of such weapons. However, this did not make bombers very popular, since they also have many disadvantages: weak protection, huge aiming time, low speed, high price of equipment. On the other hand, with appropriately developed skills, cruise missiles are quite capable of destroying any frigate, interceptor or cruiser in one salvo, as well as damaging a battleship quite well. These ships are intended mainly for single-handed hunting of transport ships.

Destroyer

The next type of ship, which is an intermediate link between ships of the frigate class and cruisers. Destroyer has more powerful defense compared to a frigate, but lower speed and much less maneuverability. Its main advantage is the number of guns on board - you can install 8 gun systems on such a ship at once, in contrast to the 4 available for a frigate. The flip side of the coin was a reduction in slots for additional equipment and a decrease in the rate of fire. However, all this is partly compensated by the low price and the ability to destroy any ship of a similar class with one salvo. But the disadvantages still outweigh, and these ships are rarely seen in the vastness of EVE.

Interdictor

T2 modification of the destroyer, but how different is this type of ship from the original! More powerful defense, fewer guns, higher speed and maneuverability. It would seem that there are no fundamental changes. However, only the announcer can generate “traffic jams,” that is, artificially created fields of a certain size, in the area of ​​​​action of which the operation of the warp generator is disrupted. Unlike field generators permanently installed on any ship (mobile warp generator), the interdictor can “throw” traffic jams in the right place and at the right time. Both the mobile phone and the traffic jam serve the same purpose - to prevent the enemy from leaving, but the announcer solves this problem much more effectively. And if we remember the quite good indicators of speed and maneuverability, it becomes clear why the most popular ships of this type cost from 20 to 30 million. Just like the covert, the announcer is a must-have ship for any fleet. But it’s not easy to fight in it; there are often cases when the pilot’s inept actions led to the death of his entire group, stuck in their own traffic jam.

Cruiser (Cruiser or Kruzak)

Medium-class ships, which are equipped with M-class weapons and defense systems. They are focused on combating similar ships, but cope no less successfully with all types of frigates. Accordingly, they are often used to defend heavy ships from light attack aircraft. A good balance of weapon and protective systems, combined with a low price (even less than an interceptor), make cruisers very popular among pilots. Their versatility is no less attractive. On Kruzaks you can shoot frigates and interceptors, destroy transport ships, jam enemy guidance systems, dig, carry out missions and much more. Well, we don’t even need to mention the possibility of shooting a battle as a group. Cruisers, in turn, are divided into several subtypes.

Heavy Assault Cruiser (Hack)

Heavy assault cruisers. Powerful defense and excellent firepower have made the hack one of the most sought-after and at the same time expensive ships in Eve. In terms of its parameters, it is significantly superior to a conventional cruiser. And the ability of the hack to destroy or seriously damage almost any target in battle is so tempting that most novice pilots want to purchase this particular vessel. However, after becoming familiar with the cost (from 100 to 250 million) and the list of skills necessary to learn, the opportunity to ride on such a ship quickly moves beyond the horizon. Only very wealthy and developed pilots can afford such luxury. But the hack is worth all the effort in the end.

Recon ship

This modification of the cruiser is much like a carpet in its functionality. The use of an invisibility generator, good protection parameters and the ability to use M-class weapon systems make it very popular among pilots. Free hunting, reconnaissance, destruction of individuals (up to ships of their class) - this is an incomplete range of applications for recons. And the good bonuses of this type of ship can cause a lot of trouble for the enemy. And even though their cost exceeds the price of Asult and Interceptor, they are still far from hacking, which makes them more affordable.

Battlecruiser (BC)

Battlecruisers are more powerful ships than cruisers, with good attack and defense bonuses. This makes them very durable, and therefore a popular type of vessel. The BC can handle any cruiser without any problems, but the outcome of a fight with a hack will most likely be decided by the skill of the pilots. However, the Heavy Assault Cruiser's better stats still give it some advantage in combat.

Command ship

T2 modification of the BC, which differs from the regular version by the presence of bonuses for the use of special modules that improve various parameters of friendly ships. Another nice feature is the increased characteristics of protective fields and armor, which makes it noticeably more durable than the original. Sometimes teams are even used in solo missions - experienced pilots hunt them for lone enemy battleships. True, the price is steep, and there are also quite a lot of requirements for skills. But these are the only shortcomings that are more than compensated by the ability to change the defense of the entire battle group by about 15 percent, which can be a decisive factor in the battle.

Battleship (Battleship, Battle)

“Battles” are the main ships used in Eve both for PvP and for working for agents or mining ore. The striking force of any combat group, battleships have a huge number of configurations and can be configured to solve almost any problem. Each race has 3 types of such ships, differing, as usual, in price and bonuses. For example, the Caldari Scorpion is ideal for electronic warfare, while the Raven is the best missile platform in its class. And the battleship Rokh, which was given to this race with the latest patch, allows you to install previously unavailable hybrid weapons.

Distinguished by its great firepower, a battleship is capable of single-handedly destroying any ship/group of ships of a lower, and sometimes even similar class. However, its heavy weapons make it vulnerable in battle against a group of light fighters that are simply impossible to hit. In such cases, combat robots (drones) come to the rescue, which every reasonable pilot keeps in the hangar. These machines are divided into several types: fast “scouts” with weak weapons to repel attacks from light enemies; medium, capable of handling any vessel up to a cruiser; heavy - slow monsters that chew through the armor of a large ship in literally seconds, but shamelessly smear on “small prey”. There are also a bunch of specialized drones: security drones (essentially a stationary firing point with excellent lethality); repair drones that will help your comrades restore armor and shields: robots designed to conduct electronic warfare and other small dirty tricks on the enemy. An s-class strike missile launcher with a high reload and flight speed for light missiles also helps a lot against annoying fighters.

A group of battleships, supported by frigates and cruisers, can effortlessly blockade any busy highway, forcing everyone in the area to find alternate routes or turn off their computers. Only a more powerful squadron can try to knock out the uninvited guests from the gate. There are simply no other options. I would like to add that a well-matched group of experienced pilots is capable of destroying a much larger fleet. It's all about the commanders' ability to navigate the situation, the competent work of the players and the thoughtful equipment of the ships.

Dreadnought (Dreadnought, or Dread)

Giant super-heavy strike platforms used to destroy enemy POSs (stationary space stations that can be installed by any player) and ships of a similar class. Due to their size, dreadlocks cannot use regular jump gates, so they are equipped with their own warp generator. The cost of a fully equipped dreadnought ranges from 2 to 4 billion ISK, depending on the configuration. And that is not all. In order to ride this monster, it will take at least a year to upgrade the necessary skills. And if you want to shoot, and even hit, then feel free to add a couple more months.

However, at the moment, not a single operation to capture key enemy systems can be completed without these giants. High demands on the pilot's skills and huge cost (the skills alone to drive such a monster cost about 1 billion ISK) make this type of ship elite. Only wealthy pilots can afford such luxury. Although usually this cannot be done without the help of the corporation, because for personal use the dreadnought is practically useless.

Carrier

A real aircraft carrier, carrying on board many automatic fighters (“fighters”), control over which can be transferred to any pilot in the battle group. And while the others are fighting, the quarryer himself can calmly sit behind POS’s shield. The cost of such a ship ranges from 1 to 2 billion ISK, and the total cost of mastering the skills to drive it is the same. The quarries are also quite convenient for transporting cargo - the warp generator (the same as that of the dreadlocks) allows you to make hyperjumps over long distances, and the hold has a large capacity. They are most often used to transfer fuel to combat POS's. In addition, quarries are indispensable for restoring shields and armor of flagship ships (battleships and dreadnoughts) that are under massive fire. To do this, special energy pumping modules are installed on them. In addition to the regular one, there is an improved version of this type of ship - the “mothership”, which has stronger armor, increased hangar capacity and a larger number of fighters. Also, this modification is not affected by any electronic warfare equipment, and a module for containing clones and standard ships can be installed on board. However, combat tests of such ships were carried out infrequently, since at a price (up to 30 billion ISK) it is equal to 15–20 ordinary quarries, which not even every corporation can afford.

Titan

The largest ship in the game, which looks truly impressive from the outside. Only a few of the largest Eva Alliances currently have this megamonster. It was first built by Ascendant Frontier (AF) - a large industrial Alliance, which was popularly called “hobbits”. It took several months of hard work by dozens of people and more than 100 billion ISK to build. This gigantic sum would easily be enough for 80 dreadnoughts complete with pilots. Each module was built separately and transported to the assembly site, which was kept secret from everyone. One can envy the patience of the builders of this “Tower of Babel”; it is a pity that the fate of their creation turned out to be just as sad. Not long ago, Eva's first titan was destroyed by the forces of the WWII alliance, after which the head of AF Cyvok left the game, having previously written that he was disappointed by the game mechanics, which allowed him to destroy the most powerful ship in 5 minutes. Indeed, the combat capabilities of these giants turned out to be not as impressive as it previously seemed. And the meaning of real application is completely lost. A shot from a titan's superweapon is 100% likely to destroy only light-class ships. While battleships, with proper use of the configuration capabilities, may well survive such a test. Drainouts will hardly suffer at all. And even though the monstrous salvo of a titan belonging to the LV&V alliance instantly vaporized 190 frigates and cruisers in the 1V system, the sad experience of the creation of Ascendant Frontier is difficult to forget.

In addition to warships, there are several specialized classes designed for mining ore, transporting cargo, or supporting a flotilla. Most of them cannot boast of serious armor or high speed, and it’s not worth talking about weapons at all. However, this does not make them less popular, because without trade, equipment production and mining, life in Eve would hardly have been so fun and eventful.

Industrial Ship (Indus)

Very common ships designed exclusively for transporting large cargo. Their extremely weak defense, weapons and speed are compensated by their huge cargo hold. And the very low cost (maximum at the cruiser level) and low skill requirements make Indians the most popular among traders and diggers. However, high accessibility, poor protection and a spacious hold filled with goods make this type of ship a tasty prey for pirates. We described the procedure for a classic attack in the first part of the guide, so we recommend trusting especially valuable goods to stronger ships. The saying “the miser pays twice” describes this situation perfectly. Each race has 5 types of Indians, differing in price, number of slots for additional equipment and skill requirements.

Transport Ship (transport)

The T2 modification of the Indian is more suitable for transporting valuable cargo than the original. This type of ship has significantly improved defense systems; in addition to thicker armor and power shields, some variants are also equipped with an anti-interception system - Warp Stab. This device does not allow enemy ships to keep the transport from hyperjumping. Each race has 2 types of such ships - one is designed exclusively for transporting the maximum possible volume of cargo, the second is more suitable for flying in dangerous zones, often blocked by pirates. It is she who can boast of the presence of Warp Stabs, and the not very large hold is compensated by increased speed and maneuverability. The price of transport varies greatly. While some can be purchased for the price of an interceptor, for others you will have to pay the cost of a battleship. But due to increased safety, this type of vessel is chosen by all professional diggers, traders or production workers without exception. They are not afraid even of the significant costs of the required skills. For example, in order to simply buy a very expensive skill for driving transport ships, you will first have to learn Indian piloting up to level 5.

Freighter

These are the real titans of the merchant fleet. Huge dimensions, a hold of a million cubic meters, armor and shields almost like that of a carrier, terribly low speed and monstrously low maneuverability - these are the distinctive features of a freighter. To match the size and skill requirements and price - for everything together you will have to pay about one and a half billion isks. However, the costs more than pay for themselves. After all, these ships allow you to transport any cargo (both in weight and volume) throughout the inhabited EVE universe in almost complete safety. In fact, it is precisely the purchase of a freighter that any normal trader or manufacturer should strive to achieve. It is almost impossible to defeat such a mastodon without a well-prepared fleet. And the complete destruction of the cargo after the explosion of the freighter also makes them absolutely uninteresting for pirates.

Logistic

Highly specialized ships designed purely to support the fleet. They are used to quickly repair the armor of other ships or restore damaged POS’s. Another example of the use of logistics is increasing the aiming speed for sniper ships, which greatly increases the chance of hitting the target. Otherwise, more than half of the ships will probably have time to calmly fly away about their business, simply leaving the affected radius. However, you cannot meet logisticians so often, because usually the commander of any large formation tries to include the maximum number of warships in its composition. After all, it is unlikely that repairmen alone will be able to destroy the enemy squadron.

Mining barge

Sluggish vessels designed exclusively for ore mining. They have corresponding bonuses and, as a result, weak protection in the complete absence of weapons. Ideal for asteroid mining. Some of their T2 modifications can significantly increase the volume of ore produced by installing unique equipment. The skill requirements are not easy, so usually, when leveling up on barges, novice diggers fly on special “digging” frigates and cruisers.

 


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