|This is a deprecated class syllabus, intended as historical record for the teaching department.|
Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.
- 1Class Information
- 2Class Content
- 2.1Class Start
- 2.2Gallente Ship Design Philosophy
- 2.3Gallente Ship Types
- 2.3.1Gallente Tech 1 Frigates
- 2.3.2Gallente Destroyers
- 2.3.3Gallente Tech 1 Cruisers
- 2.3.4Gallente Battlecruisers
- 2.3.5Gallente Tech 1 Battleships
- 2.4Skills for Tech 1 Gallente Ships
This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.
There are not all EVE Online ships.-My websites-Blog: http://alvarograciamontoya.blogspot.com.es/2016/11/comparacion-de-naves-de-eve-online.html-Faceb. Getting started in EVE Online can be somewhat daunting for new players or rookies. Several systems in which new players typically start are deemed 'Rookie System' and in these systems (listed below) a measure of protection is offered to new players.
Post this in the forums (remember to change the date and time)
Notes for the teacher
- Registration on the UNI Public Mumble channel
- Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
- If you can fly the ships listed in this syllabus, it may be helpful to have the class gather outside a station, and then you can undock to show them off to the class. If you do this, make sure that your students come in ships that are PvP fit, especially in wartime.
While this syllabus is fairly detailed, teachers should not just recite this document. Make sure to read it thoroughly, use its structure as a guide for your class, but make it your own - feel free to insert your own insights and experiences as you cover the key points.
- Can you hear me?
- Please join the classroom chat in Lecture.E-UNI
- Can I have a volunteer or two to post relevant links?
- Brief character description and experience
- Opinions expressed are the instructor's, unless otherwise indicated
- Questions should be typed in Lecture.E-UNI chat
- Do not ask questions in Mumble until end of class
- This class should last approximately an hour or so, though it could go longer at the end for questions.
Class Scope and Objectives
This course is designed for new capsuleers that are interested in Gallente ships, either because they want to fly them, or because they want to defeat them in battle.
Over the next hour or so, we’ll answer these questions:
- First, what is the general ship design philosophy of the Gallente?
- Second, what are the characteristics of the Tech 1 Gallente ships?
- Third, what kinds of skills should you train to fly Gallente ships?
- Finally, we'll cover a brief introduction to Tech 2 and advanced Gallente ship designs.
You may be asking yourself, do I need to be Gallente to fly Gallente ships? No – if you learn the appropriate skills, you can fly Gallente ships, no matter what faction your character may be. In fact, many advanced players cross-train on other races' ship command skills, to unlock access to pirate-faction ships.
Feel free to refer back to the syllabus for this class: http://wiki.eveuniversity.org/Gallente_Ships_101
Gallente Ship Design Philosophy
The Gallente Federation values freedom and openness, and these values are reflected in their ship designs.
- Gallente ships are generally smooth, curving designs, with an organic blue-green appearance, and most, but not all, have an asymmetrical shape.
- Typically, Gallente ships give bonuses to hybrid turrets (damage, tracking, falloff and optimal), drones (EHP, damage, tracking), and/or active armor tanking (+X% active armor repair). As such, Gallente ships tend to be fit with weapons and a tank that complement these bonuses. Only two ships (the Lachesis and Nemesis) award bonuses to missiles/torps/bombs.
- Many Gallente ships also make formidable nano/shield tanking ships because of their abundant low slots (for damage, turret, and speed mods), so a fit does not necessarily have to complement the ships bonuses.
- As with most ships in EVE, Gallente ships specialize in some primary weapon that is implied by the ships bonuses and they have a secondary (backup) weapon to fill the gap. For example, the Enyo is a hybrid turret ship because it has bonuses to turret damage, optimal, and tracking speed, but it also has a (modest) drone bay capable of sporting one small drone of choice. The Ishkur, on the other hand, is primarily a drone boat (holding up to 10 light drones) and relies on hybrid turrets as a secondary weapon given its bonuses to hybrid turret damage and optimal range.
- A competent Gallente pilot should be skilled in drones and hybrid turrets.
Gallente Ship Design Strengths
Other than being some of the most aesthetically pleasing vessels in the game, some of the strengths of the Gallente ships include:
- High Damage Potential: Blasters have the highest damage potential of all weapons in the same class.
- Versatility: Many Gallente ships can be fit with any kind of tank, so you are not limited to active tanking, blaster fits in PvP, for example. Gallente drone ships offer another layer of versatility because you can use ewar drones and/or change your damage (to EM and/or Explosive for example) to exploit weaknesses in your opponents tank. Furthermore, shield and armor repair drones can also be used for a 'on the fly' logistics. This also makes it difficult for your opponent to predict and counter your attack.
- Solo/Small Gang PvP: The active armor rep bonuses and the mid slot layout of Gallente ships make them viable ships for solo and small gang PvP.
- Formidable (Armor) Tank: While formidable tanks are not exclusive to Gallente ships, a number of Gallente ships are capable of sporting very strong armor tanks, which can be of strategic use in PvE/P situations (i.e. bait/buffer ship, WH closing, etc.).
- Bonuses to Sensor Dampeners & Warp Scram/Disruptors: A number of Gallente ships have unique bonuses to sensor dampeners and warp scram/disruptors that other racial ships do not have (other than the interceptor class of ship). Sensor dampeners mitigates incoming damage, restricts your opponent to close range fights where blaster ships excel, and significantly hampers your opponents logistics. Meanwhile, the range bonuses to the warp scram/disruptors allow you to pin down your opponent from longer distances.
Gallente Ship Design Weaknesses
It is this author's opinion that the ships of one race do not have a significant weakness over the ships of another race. Every ship has a counter and every counter has its counter. Welcome to EVE. Get used to it.
With the above in mind, make sure you know your ship's strengths and how to use them to your advantage. Similarly, know your ship's weaknesses and avoid unfavorable situations. For example, although hybrid guns only do thermal and kinetic damage, they have a higher damage potential than other weapons in the same class. Similarly, Gallente ships have an explosive hole in their armor, so avoid Minmatar ships if you haven't plugged it up. Avoid kiting frigs when flying an Enyo with blasters. Avoid getting too close to a brawler when flying an Enyo with rails.
As you grow in EVE, you'll want to cross train into other races to fulfill specialized niches. For example, if you want a high volley (alpha) damage sniper ship, but don't mind low DPS, train into Minmatar. If you want a fast active tank ship for PvP, train into Caldari. If you want a close range weapon with a longer optimal range, train into Amarr. Regardless, however, always remember the strengths and weakness of your particular weapons/tank that you're flying with.
Gallente Ship Types
Gallente ships, regardless of their size, fall into four general categories:
- Gunboats emphasize damage dealing with hybrid turrets - blasters or railguns.
- Drone boats feature large drone bays and bandwidth.
- Specialty vessels focus on other important tasks: mining, electronic warfare, scanning, or hauling things around.
- Capital ships are the behemoths of the game, and while extremely expensive, are very advantageous in large fleet operations.
- A fantastic resource for learning more about Gallente ships, and for finding reliable fittings, is on our wiki: Gallente Basic Ship and Skill Guide
Gallente Tech 1 Frigates
- There are seven tech 1 Gallente frigate designs: the Velator, Atron, Imicus, Incursus, Maulus, Navitas and Tristan.
- While most Gallente ships favor armor tanking, the relatively small number of low slots in some frigates means that for some new pilots with low skills, shield tanking might be a viable alternative, as it requires less capacitor per repair cycle.
- Noobship, Jack of all trades, master of none
- Every new Gallente character begins with a Velator. If you ever want a new Velator, simply dock your pod at a new station, and one will be provided to you there, at no charge.
- With a 2/2/2 slot configuration, the Velator is a nice, well rounded ship for a new Gallente capsuleer, especially since it can field two (that's right: two) small combat drones. It also comes with interesting bonuses for small hybrid turret damage, drone damage and mining yield, remote sensor damage effectiveness, and armor repairer effectiveness.
- But let’s be honest – the Velator is a noob ship, and as a result, is slow, underpowered, underarmored, and limited. Rookie pilots should move on to more advanced frigates as quickly as possible, and keep their Velators in their hangar as a fond reminder of their earliest days in EVE, or as a cheap shuttle.
- 10% bonus to hybrid turret damage
- 20% bonus to drone hitpoints, damage and mining yield
- 15% bonus to Remote Sensor Dampener effectiveness (increased 5% with Retribution update)
- 15% bonus to Armor Repairer effectiveness
- Light tackle frigate
- The Atron is designed for speed, and is one of the fastest ships in the game, with a top natural velocity of 420 meters per second. Slap an afterburner on an Atron, and you can easily attain very impressive speeds of more than twelve hundred meters per second. The Atron is, in fact, the base design for Gallente advanced interceptors.
- The Atron used to be a frigate that wasn't much good for anything, other than being a more robust shuttle. However, after the Inferno expansion, the Atron has become a respectable tackler, with bonuses for Propulsion Jamming, and three mid-slots for a MWD, a point and a webber.
Frigate skill bonuses:
- +5% to small hybrid turret damage
- +10% to small hybrid turret falloff per level
- 80% reduction in Propulsion Jamming systems activation cost
- High-sec exploration site runner
- Drones for damage
- The Imicus is an odd looking design, with its one outrigger leg sticking out, and the main body of the ship leaning over on it, as if putting its weight on a crutch.
- Despite its strange appearance, the Imicus is very useful. It receives bonuses for probe scans, making it effective for locating valuable exploration sites, such as wormholes and other hidden system features. It also receives bonuses for relic and data analyzer virus strength, and for faster salvager cycle times. The Imicus is therefore the first choice of the beginning Gallente explorer.
- In addition, the Imicus can carry eight scout combat drones, and field four of them. This means that an Imicus can easily fight off any high sec rats that may give it trouble in exploration sites.
- There is one other feature of the Imicus that make it useful to have in your hangar – it has a large cargo bay for a frigate. In fact, it has by far the largest cargo bay of any Gallente frigate design. With cargo expander modules in the low slots, this makes the Imicus good for low-level courier missions or as a handy delivery van.
Frigate skill bonuses:
Eve Online Beginner Ships
- 7.5% increase to scan strength of probes
- 5% bonus to Salvager cycle time
- +5 Virus Strength to Relic and Data Analyzers
- Combat Frigate
- The Incursus is the entry level ship in the Gallente line of dedicated gunboat designs. With three slots for both medium and high modules, and four low slots, the Incursus is an exceptional tackler. With a propulsion module, it can get close to an enemy fairly quickly, and engage a warp disrupter or scrambler and a webifier to hold its target in place. And with hybrid gun bonuses, the Incursus can deal out a respectable amount of damage, especially with magnetic stabilizer mods in a couple low slots.
- For many new Gallente characters, the Incursus is the first of Gallente frigates that is useful for PvE activities like level 1 combat missions or hunting NPC pirates (otherwise known as “ratting”). And don’t forget that the Incursus can also carry one scout combat drone.
- One disadvantage of the Incursus is that its CPU is relatively weak, which can make it hard to fit all the modules or guns you'd like. But this is a minor annoyance for what is otherwise a dependable, fast attack boat.
- One final note about the Incursus – it is also one of the coolest looking ships in the game, with its long lance projecting forward, it resembles a knight riding into a joust. Not a bad image to project when going into battle!
Frigate skill bonuses:
- 7.5% bonus to Armor Repairer effectiveness per skill level (It was nerfed from 10% In Retribution 1.1 because of the new Ancillary Armor Repairer Module)
- 5% bonus to Small Hybrid Turret damage per skill level
- EWAR: Dampening
- The Maulus is the dedicated Gallente electronic warfare frigate. With bonuses for remote sensor dampeners effectiveness and cap use, this is a very useful EWAR vessel that is a valuable addition to fleet operations.
- With the ability to field four small combat drones, the Maulus can protect itself, but its primary function is to mount multiple sensor damps in its 4 medium slots, and frustrate enemies' ability to lock on targets at range.
Frigate skill bonuses:
- 7.5% Bonus to Sensor Damp effectiveness per level
- 10% reduction of remote sensor dampener capacitor use per level
- Logistics Frigate
- The Navitas, like the Amarr Inquisitor, is a logistics support frigate and has bonuses to remote armor repairers, remote armor cap use, and remote armor repair range.
Frigate skill bonuses:
- 10% bonus to Remote Armor Repair amount
- 10% reduction in Remote Armor Repair cap use
- 500% bonus to the range of Remote Armor Repairers
- Combat Frigate
- The Tristan is affectionately called “The Fat Man” because it resembles a large fellow free-falling in flight.
- The Tristan is a strong PvP/E platform in a frig. This frigate features three low, medium and high slots (two for turrets), a strong capacitor, bonuses for small hybrid turret tracking speed and drone damage, and very good armor and hull structure. These factors make the Tristan one of the best choices for Level 1 PvE missions, ratting, and is a respectable PvP ship.
- With the right drone skills, the Tristan can be a formidable damage dealer, because it receives a 10% bonus to drone tracking speed and hitpoints per level of Gallente Frigate trained. It also has a large enough drone bay capacity and bandwidth to field five small combat drones and three spares.
- The Tristan is the slowest frigate in the Gallente lineup. Hence, you may still find it difficult to dictate range with smaller, faster frigate even if you have a propulsion mod.
Frigate skill bonuses:
- 7.5% Bonus to Hybrid Turret tracking speed per level
- 10% Bonus to Drone tracking speed and hitpoints per level
There are two ship types in the Gallente destroyer line.
- The Catalyst is more than twice the size of most Gallente frigates, and its distinctive “flying wing” design makes highly recognizable. It features an impressive eight high slots, but only two medium slots and three low slots.
- Many beginning Gallente pilots get visions of eight blasters evaporating enemy ships when they first see the Catalyst design. However, they quickly find that the Catalyst can be hard to configure, if you don't have sufficient fitting skills. Also, just three low and two medium slots limit the Catalyst's defensive tank.
- As a frigate killer in level 1 missions, however, the Catalyst's bonuses for small hybrid turret tracking, and for falloff and optimum range, make it shine in that role.
- It is also a favorite ship of suicide gankers in high sec, because it is relatively cheap and can be fitted for high DPS with blasters.
- The Catalyst also useful as a cheap, dedicated salvager - though it falls far short of the more specialized Noctis for this purpose. Fitted with multiple tractor beams and salvager modules, the Catalyst can fill its cargo bay with salvage from wrecks efficiently, especially if also fitted with Salvage Tackle rigs. With a railgun or two, the Catalyst can also defend against NPC rats in high security systems, and create its own new wrecks to salvage.
Destroyer skill bonuses:
- 10% Bonus to Small Hybrid Turret tracking speed per level
- 10% bonus to Small Hybrid Turret falloff per level
Role Bonus: 50% bonus to optimal range for small hybrid turrets
- Drone boat
- While the Catalyst is a powerful Gallente gunboat, the Algos relies on drones. While the raw damage is lower than a Catalyst, drone projection remains stable at much farther ranges (especially with drone damage amplifiers installed). And the Algos' drones get a 25% bonus to their speed, so they can get to their targets quickly.
- +10% to drone damage and HP per level
- +10% to small hybrid turret tracking per level
- +25% role bonus to drone microwarpdrive speed
Gallente Tech 1 Cruisers
- There are four tech 1 cruiser designs in the Gallente fleet: the Exequoror, Celestis, Vexor and Thorax.
- About double the size of destroyers, and four to ten times the size of frigates, cruisers are the workhorses of the Gallente fleet.
- Two of these designs are specialty support craft: one for EWAR, and the other as a logistics ship. The other two Cruisers are a gunboat and a drone boat.
- T1 logistics cruiser
- The Exequror is the Gallente tech 1 logistics ship, with bonuses for remote armor repairing of other ships. This makes the Exequror a welcome addition to fleet operations, though it will take a backseat role, sustaining the damage dealers and tacklers well behind the front line.
- As a potential damage dealer itself, the Exequror is wholly unsuited. With a relatively weak shield, thin armor and low powergrid, this cruiser will not last long in a heavy fight.
Cruiser skill bonuses:
- 12.5% bonus to Remote Armor Repair amount
- 5% reduction in Remote Armor Repair cap use
- 1000% bonus to the range of Remote Armor Repairers
- 100% bonus to Logistic Drone (both armor and shield) rep amount
- Ewar Cruiser: Remote sensor dampening
- The Celestis is the Gallente electronic warfare cruiser and resembles a flying banana.
- Like the Maulus, the Celestis gets special bonuses for effectiveness and range of remote sensor dampeners, and with five medium slots, it can fit quite a few of them, making this a welcome addition to any fleet.
- The Celestis can mount any combination of up to three turrets and/or missile launchers, which is atypical for a Gallente ship, as well as up to five medium drones.
- The Celestis’ five medium slots, strong CPU and good powergrid make it possible to outfit this ship with a good shield tank, but this also means that you give up most if not all of the sensor dampener advantages.
Cruiser skill bonuses:
- 7.5% bonus to Remote Sensor Dampener effectiveness
- 10% bonus to Remote Sensor Dampener optimal and falloff ranges
- Combat Cruiser
- Drone Boat
- The Vexor is a fully realized drone boat design and features a generously sized drone bay. It receives bonuses for drone durability, drone damage, and, oddly enough, drone mining yield. This also means that the Vexor is one of the few ships that can start mining in the middle of a battle.
- The Vexor’s four high slots for medium turrets can supplement the damage output of the Vexor.
- Strong drone skills are a must to use the Vexor effectively. If you want to specialize in drone ships, work on those drone support skills: Drones V, Scout Drone Operation, the appropriate Drone Specialization skills, Drone Interfacing, Drone Durability, Drone Navigation, and Combat Drone Operation will also help you optimize the Vexor. Until these skills are trained reasonably well, you might struggle in the more advanced missions. The same is true for any weapon system, however, so pick your battles.
Cruiser skill bonuses:
- 5% bonus to Medium Hybrid Turret damage
- 10% bonus to drone hitpoints, damage and mining yield
- Attack Cruiser
- High speed, hybrid turret platform.
- Designed for hybrid turrets, the Thorax is a powerful PvE/P gunboat. Fitted with a micro warp drive, this cruiser can close range on a target quickly and engage it with massive DPS from blasters. Alternatively, you can fit the Thorax for some shield/nano work given its abundant low slots.
- The Thorax also has a respectable tank (shield and armor) and is well suited to withstand a lot of damage.
- The Thorax can also field five medium drones (or two sets of 5 light drones) from its drone bay to supplement the DPS on cruisers, jam targets (with Hornet EC-300), or to kill small frigates.
- To use a Thorax effectively, pilots must be proficient with hybrid turrets and their respective support skills.
Cruiser skill bonuses:
- 5% bonus to Medium Hybrid Turret damage
- 7.5% bonus to Medium Hybrid Turret tracking speed
Eve Exploration Ships
Battlecruisers are the next largest ship class, about three times the size of cruisers. There are three battlecruiser designs in the Gallente fleet: the Myrmidon, a drone boat; and the Brutix and Talos, both gunboats.
- Combat Battlecruiser
- The Brutix is a formidable gunboat in EVE. With 7 high slots, 6 turret hard points, and bonuses to hybrid turrets and armor repair, this ship is a bigger, tankier, and more DPS-y version of the Thorax.
- It is common to see two medium armor repairs on a Brutix to maximize the armor repairer bonus. Alternatively, you can add more Magnetic Field Stabilizers to increase the DPS of the Brutix and make it more like a “glass cannon”.
- Like the Thorax, the Brutix can field five medium drones, so moderate-good drone skills will make the Brutix effective against small targets as well.
Battlecruisers skill bonuses:
- 10% bonus to Medium Hybrid Turret damage
- 7.5% bonus to Armor Repairer effectiveness
Role Bonus:Can fit Warfare Link
- Combat Battlecruiser
- The Myrmidon is the next step in the Gallente lineup of drone boats. This battlecruiser can carry a substantial mixed complement of light, medium and heavy drones. It can field up to four heavy or sentry drones, or five of any combination of small or medium drones.
- Like its cousin, the Brutix, the Myrmidon also receives a bonus to armor repair, making it a classic Gallente armor tanker. The Myrmidon also features five mid slots and has a strong CPU and powergrid, so the Myrmidon can also be fit with a very strong passive shield tank.
Battlecruisers skill bonuses:
- 10% bonus to drone hitpoints and damage dealt by drones
- 7.5% bonus to Armor Repairer effectiveness
Role Bonus:Can fit Warfare Link
- Attack Battlecruiser
- Glass Cannon Brawler
- The Talos is a super-ganking gunboat, with very high DPS from up to 8 over-sized large turrets. However, it possesses relatively light defenses.
- It gets bonuses for mounting Large Hybrid turrets with 50% reduced CPU, 95% reduced powergrid and 50% reduced capacitor usage requirements.
- 5% bonus to Large Hybrid Turret damage, and a 7.5% bonus to Large Hybrid Turret tracking speed - per level of Battlecruisers skill trained.
- 8 high slots (all turret fittable), 4 medium slots, 5 low slots
- A small drone Bay: 25 m3; drone bandwidth: 25 MB/s - so it can field five light combat drones to fend off small threats
- The Talos is also a favored ship for suicide gankers attacking larger targets.
Gallente Tech 1 Battleships
- About 1½ to two times the size of battlecruisers, the three Gallente battleship designs represent the main line of offensive might in the fleet.
- Battleships are very skill intensive for newer players to master effectively. Tech 2 tank, drones (including Heavy and Sentry), and guns (Rails and Blasters) are advised if you want to get the most out of a battleship. Consequently, pilots might lose their prized battleship if they pew pew prematurely.
- There are three Gallente battleship designs: the Dominix (drones), Megathron (rails), and the Hyperion (blasters).
- Drone Boat
- The Dominix (a.k.a. the 'Domi' or 'Space Potato') is an impressive and very popular looking ship. A relatively cheap battleship, the Dominix is the ultimate Gallente drone boat design. Its huge drone bay can carry a full complement of drones of every type, and can field up to five heavy/sentry drones and receives bonuses to drones.
- The Dominix is a viable ship to use in level 4 missions and for PvP (i.e. imagine a fleet of spider tanking Domi's).
- Those familiar with flying the Vexor and/or Myrmidon can apply a similar fitting theory to the Dominix and see the Dominix excel in similar situations.
- Rail Gunboat
- If the Dominix is the space potato, then the Megathron resembles a tuning fork.
- The bonuses of the Megathron imply that it should be used as a railgun boat and is one of the best damage dealing ships in the game.
- With great armor and eight low slots, the Megathron can be fit with the classical active armor tanking style.
- The Megathron also has a drone bay to take out frigates and cruisers that fly under its guns.
- Like all battleships, the Megathron’s biggest weakness lies in the high mechanic, gunnery and drone skills required. A patient and well-trained capsuleer, however, will find the Megathron a powerful addition to his or her arsenal.
- Blaster Gunboat
- The Hyperion is one of the best armor tanking ships in the game, second only to the Amarr Abaddon. With a bonus for armor repair and a huge amount of armor, the Hyperion is designed to tank enormous amounts of damage.
- The Hyperion gives bonuses to hybrid turret damage, which makes it a formidable blasterboat design for close-range fights.
- In addition, the Hyperion can also field five heavy/sentry drones for added close range DPS.
- Given that there are no bonuses to hybrid turret tracking, the Hyperion specializes in blasters.
- While the Hyperion looks like an impressive platform, its use in PvE is limited, but it excels at being a high-DPS PvP battleship.
Gallente Tech 1 Transports and Industrials
- No fleet would be complete without workhorses to drive common commerce and trade, and the Gallente line of transport ships are among EVE’s best.
- Gallente transport ships feature classic organic designs.
- Some may argue that this is perhaps the sportiest looking pilot taxi in the game – although an Atron fitted for speed is actually faster.
- The Iteron line of Gallente industrial haulers is instantly recognizable, with its tubular, modular structure.
- The Iteron Mark V, when fitted with Expanded Cargohold II modules and Cargohold Optimization rigs, has about 38,000 cubic meters, and up to about 49,000 using a dozen Giant Secure Containers.
- Prior to the Odyssey expansion, the Iteron line was split into 5 ships, Iteron Mark I to V. Each required a successively higher level of training of the Gallente Industrial skill with the Iteron Mark V becoming available only after a lengthy skill train to Gallente Industrial V. With Odyssey v1.0, this changed and all Iteron ships became available at skill level I. Because of this change, there was little reason to purchase an Iteron I to IV and the Iteron Mark V became the industrial ship of choice having the largest capacity in the game. This changed with the Odyssey v1.1 patch when the Iteron I to IV were re-purposed and renamed and the Amarr Bestower was given a larger cargo capacity.
- Nereus, ex-Iteron became the Gallente industrial with bonuses to for agility.
- Kryos, ex-Iteron Mark II received a Mineral bay and lost its cargohold.
- Epithal, ex-Iteron Mark III received a Planetary Commodities bay for PI materials.
- Miasmos, ex-Iteron Mark IV received an Ore bay.
- Finally, the massive Obelisk is the Gallente freighter. While the Caldari Charon has more capacity, the Obelisk features stronger armor protection. Slow-moving, and without any module slots, the Obelisk relies on its bulk and armor to discourage attackers, while it transports huge payloads between stations.
Skills for Tech 1 Gallente Ships
- You need a lot of skills to perform well in Tech 1 Gallente ships, and it can be difficult to know which to invest in first. Here are some general guidelines to help the new Gallente ship pilot.
- This advice touches on only the essential skills – you should develop your own specific skill development plan using a tool like EveMon or EveHQ – but these guidelines should start you in the right direction.
- Note also that Tech 2 ships will require significantly higher levels of skill development, with more specialization.
Ship Command Skills
- Of course, you can’t fly anything without the essential ship command skills, and you should train each to at least level IV – or to Level V if you intend to specialize in that type, or if you want to fly advanced Tech 2 ship variants of each class.
- Gallente Frigate
- Gallente Destroyer
- Gallente Cruiser
- Gallente Battlecruiser
- Gallente Battleship
- Gallente Industrial
- A ship can be only as good as the modules you can fit on it, and to do that, you need strong fitting skills.
- Essential fitting skills that should be trained to Level V are:
- Power Grid management - 5% Bonus to ship's powergrid output per skill level.
- CPU management - 5% Bonus to ship CPU output per skill level
- Weapon Upgrades - 5% reduction per skill level in the CPU needs of weapon turrets and launchers.
- Skills you should develop to Level IV or better include:
- Energy Grid Upgrades - to fit Power Diagnostic Systems, which increase powergrid, and Cap Rechargers.
- Electronics Upgrades – for a 5% reduction of sensor upgrade CPU needs per skill level, and to fit Co-Processors.
- Shield Upgrades – for a 5% reduction in shield upgrade powergrid needs per level.
- Develop Advanced Weapon Upgrades to at least level III, earning a 2% reduction per level in powergrid needs of weapon turrets and launchers.
- Be sure to review the excellent guide to specific fittings for Gallente ships on the UNI wiki: http://wiki.eveuniversity.org/Gallente_Basic_Ship_and_Skill_Guide
- By the way, an excellent utility for helping you outfit your ship is PYFA, a free software application designed for optimizing your ship configuration – if you don’t have PYFA, download it today.
- Capacitor is life – without energy in your capacitor, you can’t run active modules, your defenses degrade, and you end up stripped of your ship, floating in space in a pod. Gallente pilots depend on capacitor energy to run active armor tanks and to fire hybrid turrets, and as a result, they must develop several capacitor management skills.
- These are all the skills you need to optimize the size, recharge rate and efficiency of your capacitor:
- Capacitor Systems Operation - 5% reduction in capacitor recharge time per skill level, and to fit Capacitor Boosters.
- Capacitor Management - 5% bonus to capacitor capacity per skill level.
- Energy Grid Upgrades - to fit Cap Rechargers and Power Diagnostic Systems.
- Capacitor Emission Systems - 5% reduced capacitor need of energy emission weapons per skill level, and to fit Nosferatu energy weapons.
- You'll want Capacitor Systems Operation at level 5 and Capacitor Management to level 4 at least. Cap Rechargers or Cap Boosters are prevalent in most PvP fittings, so you'll want to be able to fit the best with good Energy Grid Upgrade skill.
- Any Gallente pilot planning on using afterburners or microwarpdrives (in other words, just about everyone) must train most of the essential Navigation skills. All of these skills should be trained to level V if you intend to fly frigates in player versus player combat:
- Navigation - 5% bonus to sub-warp ship velocity per skill level.
- Acceleration Control - 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
- High Speed Maneuvering - 5% reduction in MicroWarpdrive capacitor usage per skill level.
- Evasive Maneuvering - 5% improved ship agility for all ships per skill level.
Armor Tanking Skills
- Because most Gallente ships favor an armor tanking approach, Gallente pilots must become proficient at armor taking skills. Specifically, Gallente pilots should train as quickly as possible to fit Tech II armor tanking modules. A Tech II tank is more than 40% more effective than a Tech I tank – a huge competitive advantage.
- To fit Tech II modules, train Mechanic and Hull Upgrades to level V.
- Mechanic - to fit Armor Repairers.
- Hull Upgrades - for a 5% bonus to armor hit points per skill level, and to fit Active Armor Hardeners and Plates.
- You can train Repair Systems to Level V if you wish, to maximize the 5% reduction in repair systems duration per skill level, and to fit effective Armor Repairers, but you only really need Level IV to fit Tech II varieties.
- Train EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, and Thermal Armor Compensation to Level 3 or higher, to improve passive armor module resists against these damage types. These skills will make modules like the Energized Adaptive Nano Membrane much more effective against enemy attacks.
- All PvP combat pilots need to train up on tackling skills. These are the skills you need to prevent a target from escaping. These are usually the first combat skills learned by new pilots, because they are easy to master, and because they are highly valued, especially in fleet.
- Plan to train Propulsion Jamming to Level IV or higher, for a 5% reduction to warp scrambler and stasis web capacitor need per skill level, and to fit effective scramblers, disruptors and webifiers.
- Train Capacitor Emission Systems to Level IV also, to fit energy neutralizers to kill your target's capacitor energy.
- If you ever plan to venture into 0.0 space, you might also consider training Anchoring to Level II or more. This skill is used to deploy various items in space, including mobile warp disruptors – you’ll need this to set up warp disruption bubbles in null-sec space. By the way, Anchoring is also useful for setting storage containers in space, which is helpful if you plan to make some ISK as a miner.
Hybrid Gunnery Skills
- If you are going to pilot Gallente gunships into battle, you must master hybrid turrets – and there are a lot of skills required to do so.
- To maximize your damage dealing effectiveness from your guns, train the following to Level IV or higher:
- Small Hybrid Turret for frigates and destroyers
- Medium Hybrid Turret for cruisers and battlecruisers
- Large Hybrid Turret for battleships
- You should also train these gunnery skills to level 4 or better:
- Motion Prediction
- Rapid Firing
- Controlled Bursts
- Trajectory Analysis
- Surgical Strike
- If you fly a Gallente drone boat, you will need to invest a lot in drone skills, of course. And to be most effective, you will need to get Tech II drones, which means investing even more time and effort in drone skill development.
- If you specialize in drone weaponry, train these skills to level V:
- Drones, so that you can field the maximum five drones
- Scout Drone Operation.
- You should also develop the following skills to level IV or better:
- Combat Drone Operation
- Drone Durability
- Drone Interfacing
- Drone Navigation
- Drone Sharpshooting
- To get Tech II drones, you’ll need to develop the four racial drone specialization skills also.
- When you begin to pilot battleships, develop Heavy Drone Operation. Sentry Drone Interfacing is also highly recommended, so you can field those long-range sniping sentry drones.
- Electronic Warfare is a major part of fleet and small gang combat operations, especially in the UNI. Because most of our opponents have higher skill levels than the typical Eve University pilot, we must neutralize their natural advantage – and EWAR is an effective way to do this. An experienced pilot, even with tens of millions of skill points and a host of powerful faction ship modules, can do nothing if they can’t target anything. With the right combination of EWAR, you can practically turn off an opponent's ship. Combined tackling and Electronic Warfare can render even the sturdiest tank and most ominous firepower absolutely useless.
- There are two Tech I ships in the Gallente fleet, the Maulus frigate and the Celestis cruiser, that receive special bonuses for sensor dampeners, which retard both the range and speed of an enemy’s ability to lock on and target ships. To make their ships effective in battle, Gallente EWAR specialists should develop the following skills to level IV or better:
- Sensor Linking - 5% less capacitor need for sensor link per skill level, and to fit sensor dampeners.
- Long Distance Jamming - 10% bonus to optimal range of Remote Sensor Dampers per skill level.
- Signal Suppression - 5% bonus to strength of RSDs per skill level.
- Frequency Modulation - 10% bonus to falloff range for Remote Sensor Dampeners per skill level.
- Maulus and Celestis pilots may also want to train Electronics Upgrades to Level 3 or higher, so that they can fit the useful Signal Amplifier module, which increases the range at which they can target and damp enemy ships.
- Thanks for attending this class!
- Help with fitting ships, skill development plans to any new UNI Gallente characters
- Would appreciate any feedback from people on how to improve the class
- Questions ?
This EVE Online Ship Guide outlines the main things that you need to knowabout how to use a ship in EVE Online.You will learn how to increase your ship's power and cpu and otherattributes, what to do if your ship is destroyed, and more.
Introduction to EVE Ships
You will spend most of your game time in a ship, so itis critical to understand what your ship can do.This page explains some of the most important features of ships inEVE Online.
A ship's structure is compsed of the hull, armor, and shields. The shields are the outermost layer ofdefense, the armor is beneath the shields, and the hull is beneath the armor. Inside of the hull is thecapsule, also known as a pod, that your character sits in.
Your ship's shields and armor protect the hull. If the hull is breached, your ship is destroyed. Your podwill then be floating in space, highly vulnerable to attack. Fortunately, your pod has warp drive capabilities,so if you are quick, you can warp away to safety before anyone can podkill you.
Improving Ship Attributes
CPU and Power Grid are two very important attributes of a ship.For this reason, I have a separate section near the beginning of thisship guide with information on how to boost cpu and power grid.
How to increase CPU
Here is a list of ways to improve CPU on your ship.
- Train the Electronics skill
- Fit a co-processor to your ship.
- Use an implant that has CPU-boosting effects, like the Zainou 'Gnome'and the Inherent Implants 'Highwall', for example.
- Use Rigs on your ship that reduce CPU usage, likeLiquid Cooled Electronics, for example.
- Train the following skills to reduce CPU needs of different modules:
- Weapon Upgrades
- Electronics Upgrades
- Energy Grid Upgrades
- Mining Upgrades
For details on these methods for improving CPU,read the how to increase cpu guide.
How to increase Power Grid
While your CPU determines how many fitted modules can be online at a time,your Power Grid determines how many modules you can fit to yourship (but not necessarily have online) at a time.
Your power grid is the engine that powers the modules fitted to your ship.If you try to fit a module to your ship that exceeds your power gridcapacity, you will not be able to fit that module to your ship.
TheEngineering skill increases your power grid output, and the Advanced WeaponUpgrades skill reduces the power grid needs of weapons you fit to your ship.The Shield Upgrades skill reduces the power grid needs of modules thatincrease shield power.
How to repair a damaged ship
One way to repair a damaged ship is to fit repair units to it,like a Shield Booster, Hull Repairer, and so on.When you activate such units, they repair the ship by usingcapacitor power. Be careful not to run out of capacitor powerif you are in the middle of a fight.
Another way is to take your ship to a space station. The stationMIGHT have a repairshop inside. Some stations do not have repairshops,however. You can instantly repair any damage to your ship, but sometimesit costs a lot of money.
What if my ship is destroyed?
If your ship is destroyed, you will be in a pod floating in space.You are very vulnerable to gettingpodkilled.However, you can warp your pod to a station, where you will automatically be givena rookie ship (called a Velator) unless you happen to have a shipdocked in that station. Then you can focus on buying a new ship on the market.
You can return to your shipwreck in a different ship.Any items that were not destroyed will be in the wreckage.If you buy a modulecalled a Salvager, and train up the Salvaging skill, you can use thesalvager to try to get some of the broken-but-usable parts fromyour shipwreck.
Your ship's shield is your first line of defense against attack.The number of shield hit points depends on the type of ship you have.You can train the Shield Management skill to get 5% more shield capacityper level for any ship you pilot. You can also increase shield hit pointswith implants and shield extenders.
You can repair your shield on-the-fly with shield boosters. There arealso remote shield repair units that other ships can use to repair yourshield.
Your shield will gradually recharge if damaged. The recharge rateof your shield depends on the type of ship you have. You can reduce theamount of time it takes for the shield to recharge on any ship you pilot by training up the Shield Operation skill. If your shield hit points gobelow about a third of your shield capacity, your shield will rechargemore slowly than usual.
Your shield has resistances to different types of weapons. The resistancesdepend on the type of ship, but generally, shields are very weak against EM damage, fairly weak against Thermal damage, fairly strong against Kinetic damage, and very strongagainst Explosive damage.
You can improve your shield's resistanceswith the EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation, and Thermic Shield Compensation skills. You can also fit various types of Shield Hardeners to your ship, which can increase all resistances, or specific types of resistances,depending on the type of Shield Hardener in use.
Rigs are also available for improving shield performance.
When your shield goes below 25%, your armor might start to takedamage. Train the Tactical Shield Manipulation skill to reduce this by 5% per level. When this skill is trained to level V, your armor willnot take any damage as long as your shield is intact.
Beneath your shield lies your armor. The hitpoints of your armordepend on the type of ship you are using. You can also fit armor plates toyour ship to increase your armor hitpoints.
As with the shield, armor has different resistances to different types of attack. Armor is naturally highly resistant to EM damage, andnot very resistant at all to Explosive damage. Armor hardeners increase resistance to a specific type of damage. There are also skillsthat increase armor resistances.
You can fit armor repair units to your ship to repair armor damageon-the-fly, and there are remove armor repair units that other ships canuse to repair damage to your armor.
Rigs are available to improve your armor's performance.
Underneath shield and armor is the structural layer of your ship. It ispretty low on hit points in many cases, so you would do well to keep your shields and armor intact. Once your structure starts to take damage, youshould consider warping away to safety. Your ship will be destroyed if your structure hit points drop to 0, even if your shield and armor is still intact (although they are unlikely to be intact by the time your hull drops to 0).
Bulkheadsand nanofiber internal structures can increase your structural hit points.
You can use hull repair systems and remote hull repair systems to repairstructural damage on the fly.
The hull has no natural resistances to different damage types, but you can fit damage controls to yourship to give it resistances.
The capacitor outputs power for your modules. It is needed toactivate and use active modules. (Capacitor is not the same as Power Grid.) Capacitor is not needed for moving your ship around,so if you deplete your capacitor, you'll still be able to move at sub-warpspeed. If your capacitor is completely depleted, however, you will not be able to initiate warp. If you do not have enoughcapacitor to warp all the way to your destination, you might still be able to initiate warp.Your ship will take you as far as it can with the amount of capacitor poweryou have.The Warp Drive Operation skill lowers your capacitor need for initiatingwarp.
Capacitor capacity depends on the typeof ship you have. You can train the Energy Management skill to increaseyour capacitor's capacity. You can also fit a capacitor battery to yourship, which passively increases your capacitor capacity.There are also capacitor boosters, which use capacitor booster charges to instantly rechargesome of your capacitor capacity. Capacitor booster charges are one-useitems that are used in a similar way to weapon ammunition.
Your capacitor gradually recharges itself if it is not full.The Energy Systems Operation skill increases the rate at whichyour capacitor recharges itself. There are numerous Engineering skillsthat reduce the capacitor needs of specific types of modules.Capacitor flux coils increase your recharge rate.
There are a number of rigs available for improving your capacitorperformance.
To use upgrade slots, you must have the jury rigging skill. Like implants, rigs provide permanent modifications to your ship, often at the expenseof some other attribute of the ship. Removing a rig from your ship destroysthat rig.
Equip Your Ship
Chances are you will want to equip your ship with things likeweapons, mining lasers, propulsion enhancements, and other things.Modules for your ship have skill prerequisites. If you do not havethe required skills for a module, you will not be able to fit it to yourship.
Your ship has hardpoints that limit the number of weapon modules you can fitto your ship. Your ship also has upgrade hardpoints that allow you to fitrigs to your ship, which provide various upgrades to your ship, usually at theexpense of another attribute. You cannot increase the number of hardpointson a ship. The number of hardpoints on a ship is important to considerwhen deciding on a ship to buy.
Before you buy a module, make sure your ship has enough powergrid and CPUto fit it, and make sure that it will not use up too much of your capacitorupon activation (if it is not a passive module).
Improving your Offense
It is important to understand how guns work in EVE Online. It is a rathercomplex system, and understanding it will help you maximize damage to yourenemies.
First of all, turret weapons have an optimal range, as well as anaccuracy falloff. The optimal range is how far away you want your shipto be from the enemy ship if you want the best chance of damagingit. You are very likely to hit an enemy who is in your weapon's optimalrange.
If your enemy is farther away than your optimalrange, your weapon's accuracy begins to getworse. If the enemy is at the optimal range + accuracy falloff your weapon's accuracy drops to 50%. If the enemy is twice the accuracy falloff distance from optimal range,you are probably not going to hit it at all. NOTE that anything closer than your optimal range is not going to suffer falloff penalties,although tracking speed becomes very important to determiningwhether you will hit the enemy.
The tracking speed of a turret is how fast it can turn. Your enemy'sangular velocity (which you can view in the overview if you turn it on)is how fast it is turning. A turret with high tracking speed will have aneasier time of hitting enemies with high angular velocity.
Sourcetree embedded git path. It is also important to consider your weapon's signature resolution.Enemies have signature radiuses, which is simply a measure of how bigthe enemy is. Your signature resolution defines how big an enemy must be in order for that weapon to hit it accurately, although the signature resolutionbecomes irrelevant when hitting something that is stationary. Signatureresolution only applies to hitting a moving target.
To reduce the accuracy loss that occurs when trying to fire on a fast-moving ship, you must move your ship in a way that reduces the ship's angularvelocity. You must try to keep your enemy in the same general spot, relativeto your ship. In other words, try not to let your enemy circle you.
Another element of good offense is the type of turret and ammunition youchoose. Pick turrets that cause as much damage as possible while not usingup too much power in your ship.
Missiles have an explosion velocity, which needs to be equal to orgreater than the velocity of the enemy in order to avoid penalties todamage, and explosion radius needs to be less than or equal to the enemyship's signature radius to avoid damage penalties. Missile velocity andflight time also affect missile effectiveness. If a missile doesn't havea high enough velocity to catch up with the enemy ship, it will neverhit it. Similarly, if a missile does not reach its target before the flight time is up, it will explode before reaching the target.
Improving your Defense
Eve Online Starting Mining Ship
Your ship has shields, armor, and hull. The shield is like the outer layer of protection on your ship. Your skills and ship type determine how many shield hit points your ship has. If your enemies destroy your shields, your armor will start to take damage. Once the armor is destroyed, your hull becomes vulnerable. If your hull is destroyed, that means that your ship is destroyed, and you'll be ejected into space inside a pod that you can warp to a station for safety. It is best to avoid this turn of events, because if your enemy is a player character, he or she might target your pod and shoot it, which means you're dead, and you'll be reborn in a clone. Be sure to invest in a good clone early on so you can transfer all of your skills to it. Your clone will be just like the destroyed self, except it will be missing any implants your old self might have had.
To protect your ship, there are a number of shield-improving accessories that you can add to your ship. Shield boosters, when activated, give your shield a boost of hit points.
Certain types of ships tend to be fast, and some tend to be slow, and some are in the middle. For example, covert ops ships are very fast, but industrials arevery slow.
Ship Acceleration and Turning
The mass of your ship, along with its inertial modifier, determineyour ship's agility, which is a measure of howlong it takes to accelerate and turn.Even if two ships have different top speeds, if their mass and inertialmodifiers are the same, then they will both reach their respectivetop speeds in the same amount of time.
Your acceleration is determined with this formula:
Eve Online Lost Starter Ship
Velocity after t seconds =
(top speed) *(1 - (e to the (-t * (10 to the 6th power) / ((inertia modifier) * (mass)))))
Improving Ship Speed
Eve Best Ships
Some skills are specifically meant for improving ship performance.Skills like Navigation and Evasive Maneuvering improve acceleration andship speed. There are also Inertia Stabilizer modules andHull Nanofiber Structures that reduceyour inertial modifier.