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Why gallente drones

2022.01.07 19:26




















The Gallenteans were forced to regard the Caldari as rebels and renegades and had to try to get them back into the Federation, with good or evil. For a while the Federation could do little else than watch the Caldari play havoc upon the Gallentean fleet and the outermost provinces of the Federation.


The Caldari were getting ever bolder and every few months they seemed to have a new and improved version of their nimble solo-fighters, which the Federation had few answers against. To many Gallenteans it seemed inevitable that, unless their demands were met, the Caldari would sooner or later overrun the whole Federation. Everything the Gallenteans tried failed - their attempts for their own solo-fighters were utter failure and stationary defenses such as mines and sentry guns could only go so far in protecting space facilities for long.


It seemed like every time the Gallenteans came up with something sleek and speedy and powerful the Caldari would soon respond with something even sleeker and more powerful.


Finally, the solution evolved from the stationary defenses of all things. The Gallenteans had employed mines for a long time with so-so results, but with the massive advances in robotics technology taking place at this time the mines were slowly transformed into a far deadlier object.


Their shields will regenerate slowly, whether the drone is in space or in your drone bay at the same rate , but armor and hull damage needs to be repaired. When in combat with drones, keep an eye on your drone's health through the drone control window, and when a drone starts taking armor damage, recall it to your drone bay and launch a fresh drone if you have spares - it's much cheaper to repair drones than to replace them. If you dock at a station with repair facilities, you can easily repair all damaged drones at the cost of some ISK.


Also, they get repaired automatically at no cost while your ship is tethered to a Citadel. If you don't have access to a station, you can repair drones in space by using remote armor and hull repair modules, or by using logistics drones. If you plan on being away from stations for a while, it may be a good idea to carry small armor and hull repair modules with you, and fit these modules to your ship using a mobile depot in between combat encounters to repair your drones.


Light armor and hull logistics drones are also an option if you have space in your drone bay, but keep in mind that they repair very slowly - a single light armor repair drone takes about 3 minutes to fully repair a damaged heavy drone, while a small remote armor repair module can do it in about 30 seconds.


Certain factions offer ships that are focused on drones. These ships are most often used as " Drone Carriers " by players who are using drones as their primary weapons. There are seventeen different groups of drones, which can be divided into five categories:. Light drones :. Medium drones :. Heavy drones :. Sentry drones :. Each race has its own light, medium, heavy, and sentry drones, and they each do one damage type for instance, all Amarr drones do EM damage, while all Caldari drones do kinetic damage.


These are the types of drones people first think when they hear "drones". They are mobile platforms that fly to the target and shoot them once they get close. As long as the target is within the drone control range they can engage. Though travel time may be a problem at long ranges, especially with heavy drones. Therefore, the four race's drones represent a sliding scale between damage and speed the percentages in the table below are relative to the worst-performing drone family.


Note that the table lists two values for speed: the speed with MWD on when the drones are chasing a target , and the orbital speed with MWD off when the drones are orbiting and attacking a target.


Sentries are immobile drones that serve as stationary gun platforms. They are carried in a ship's drone bay and launched as needed. However, they cannot move and must be picked up physically at the conclusion of an engagement. Their immobility and somewhat low tracking speeds makes them most effective against slower, larger targets, and generally they are deployed from battleships or similar combat vessels.


Sentry drones begin with approximately HP of defense shields, armor, structure. Although each type of sentry drone does the damage typical of its racial affiliation, drone choice often has to do with relative damage, range, and tracking.


These are summarized here, with the detailed numerical data shown next. Like the light-heavy drones, the sentry drones too have faction variants.


Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available. Each race's drones apply their racial type of EWAR:. Each race has three EW drones, based on their light, medium and heavy combat drones.


The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers small , medium and large. So, for example, the small sensor dampening drone is called a Hobgoblin SD based on the Hobgoblin light drone , while the medium tracking disruption drone is called a Valkyrie TD based on the Valkyrie medium drone.


EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts, but tend to be more fragile. Tracking disruption drones cannot be scripted i.


For comparison, a Tracking Disruptor I module has a This can be increased to ECM drones act like multispectral jammers i. For comparison, the Multispectral Jammer I module has a jam strength of 2. When a ship is jammed by ECM drones they can only target the ECM drones that jam them allowing the drone owning ship to avoid target locks.


Unlike regular ECM modules, successful jams from ECM drones will only last 5 seconds instead of the regular 20, while still having a 20 second cycle on jam attempts. Sensor dampening drones cannot be scripted i. For comparison, a Remote Sensor Dampener I module has a Similar to EWAR drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction.


These drones drain a fixed amount of energy from the target ship's capacitor working in a similar manner to energy neutralizers, also called "neuts" , and are not stacking-penalized.


They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle like small neuts. Energy neutralizing drones are occasionally used to cap out tackle frigates or to keep a neuted target at zero capacitor. Stasis webifier drones work much like Stasis Webifier modules "webs" , slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. These drones repair their targets. Unfortunately, you cannot target your own ship, and therefore you can't use your logistics drones to repair your own ship you can, however, use them to repair your own drones.


There are Tech 1 and Tech 2 drones, in three sizes light, medium and heavy, each based on the respective combat drone , which repair either shield, armor or hull damage. The hull repair drones are half as effective as the shield and armor counterparts. For comparison, the small, medium and large remote shield and armor repair modules repair 80 HP, HP, and HP every 5 seconds, respectively.


Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. This can be increased by training Salvage Drone Operation and Salvage Drone Specialization , allowing them if trained to level V to salvage any wreck. Their chance to salvage cannot be improved by other skills, or by modules, rigs or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space.


Additionally, they can be specifically ordered to salvage wrecks belonging to other players marked in yellow on the overview , although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage into your ship's cargo bay before immediately heading back out into space. Making salvage drones salvage wrecks automatically can be tricky. If you target a wreck and command your drones to salvage it they will not move to a new wreck after they are done.


Instead you need to select the drones such as through the drone window and command them to salvage either in right click menu or in the selected item window. After this the salvage drones will keep on salvaging all wrecks that are in range. Using non-sentry drones as extended-range snipers is not very effective, however, as it takes a lot of time for even the fastest drones to travel long distances - it would take half a minute for the speediest drones, Tech II Warriors, to reach the target at such long range.


Most drone boat pilots try to establish an effective drone control range of about km. Most drone engagements for pilots with typical drone skill levels occur between km. Sentry drones, on the other hand, benefit greatly from extended range. They have very long ranges, allowing for easy sniping. Most new players use drones in a rather ham-fisted fashion. They fly into a mission room, deploy drones, target enemies, order drones to engage, and see what happens.


This can be effective in simpler missions - but can also be a disaster in more complex situations. Understanding how to engage and control your drones effectively will maximize your chances of success - or survival.


Look at your drone control window. This should be placed on your screen where it is easily accessible, especially if you are a drone boat pilot. Many pilots put this in the lower right corner, but you can place it anywhere as long as it won't be cluttered behind your overview or other windows. To launch your drones, you need to right-click on the desired drones within the 'Drones in Bay' section of the drone window, and select 'Launch Drones'.


To make launching multiple drones faster, you can add drones to groups to do this, right-click on a drone in the drone bay and select Move Drones. Note that you cannot launch more drones than your ship bandwidth allows. To know your ship's bandwidth, right-click on your ship in space, click the "Show Info" option and select the "attributes" tab. If you try to launch more drones than permitted for example, if you add six drones to a group and then try to launch the group you will still launch all the drones you can, and then also get an error message saying you can't launch that many in space.


The 'Launch Drones' command cannot be keybound. In the upper left corner of your drone control window, you will see a square consisting of horizontal parallel lines. Left-click on this square, and you will see the " Drone Settings " option. You will see options for Passive vs. Changing the options in this window will set the default behavior for your drones.


The Passive option will keep your drones under your direct control - with this option selected, your drones won't automatically attack when you are being aggressed by another entity. They will continue to orbit and remain idle until directed otherwise by you. If you select the Aggressive option, your drones deployed in space will engage targets by themselves if they meet these conditions:.


An interesting note: Drones and "Friend or Foe" missiles use the same aggression pointer. So, whatever target your drones are attacking, either by your direction or by their own aggressive selection, any FoF missiles will go after the same target. Under the new Crimewatch system, any pilot that does the last two actions in high security space gets a SUSPECT flag, and becomes a valid target for anyone. Be aware that if you then attack them, then you become a valid target for the aggressor, and they can fight back!


Drones set to aggressive will not automatically engage a target if doing so would cause a limited engagement. Drones will only engage such a target if you explicitly order them to attack. Someone shooting your MTU would not only gain a suspect flag, but also your aggressive drones would start to shoot at them. This was fixed in Rubicon 1. Having drones launched and set to aggressive is very important if you are engaging opponents who have jamming ECM capability.


You won't be able to direct them between targets if you become jammed, but if you have them set to aggressive they will automatically attack the jamming ship anyway assuming it is within your drone control range.


The " Focus Fire " option, when selected, will direct your drones to concentrate all their fire on one target until it is destroyed, or until you direct them to engage a different target, instead of spreading their fire on multiple targets. It's usually a good idea to have this selected. The " Attack and Follow " option pertains only to fighters, which is beyond the scope of this class, so we won't cover that here.


Basically, it means that fighters will pursue a designated target until it is destroyed, even if it warps away. With this option selected, the only ways for a target to evade your fighters are to either destroy the fighters, jump out of system, or dock at a station. When you launch your drones, you'll see on your overview that they are now considered 'Drones in space'.


If you expand that menu you can monitor your drones' health. You'll see three bars for each drone for shields, armor and structure - when the structure bar turns all red, your drone is destroyed. It's a good idea to recall your drones that are in danger of being blown up, especially if they are Tech II drones, which are expensive.


To command a drone, select it from the drone window and right-click to open the command menu. If you want to command multiple drones at the same time, right-click the group of drones, or the 'Drones in space' bar to order all drones in space.


Your drone command options are: Attack : This will tell the drone to attack the current selected target until it's destroyed or it warps off. If your drones are set to 'Aggressive', once the target is destroyed or warps off your drones will then pick another valid target if there is one and immediately attack that target. If there is no other valid target, they will return and orbit your ship. If they are outside your drone control range when the target is destroyed or warps off, they will just stop in space.


Assist : Your drone will be assigned to one of your fleet members, and then they will engage automatically any object that the fleet member attacks. The fleet member can't control your assigned drones directly - the assigned drones will simply attack the last thing the fleet member activated a hostile module on. This can mean that if the assisted fleet member activates different modules on different ships fairly frequently, the drones will simply spend their time flying between targets uselessly - the assisted fleet member should be aware of this and just target one enemy for the drones to be useful.


Be aware that if the fleet member to whom you assign your drones commits an aggression in high-security space, triggering CONCORD to intervene, your ship will be targeted and destroyed as well, as the drone owner responsible for their behavior. Guard : Your drone will protect a target fleet member, thus the drone will automatically retaliate on any threat attacking against that ship. Note that the target fleet member in question has no control over the drone.


Again, the drones are still yours and are affected by your skills and your drone control range. This is similar to the 'Aggressive' setting, except the drones respond to attackers on the guarded ship instead of yours.


Mine : Your drones that are capable of mining will mine the target for one cycle then return and orbit your ship. Mine repeatedly : Your drone capable of mining will mine the target over and over until it is depleted. Return to drone bay : Your drones stop what they are doing and travel with maximum speed towards your ship's drone bay and re-dock there. Return and orbit : This command tells your drones to stop doing what they are doing and return to your ship, where they will orbit.


Abandon : Drones can sometimes become stuck and unable to return to their controller's drone bay. In such cases, abandoning them to be able to launch a new wave could be a wise decision, or so that you can scoop them up later.


This will abandon the drone and it will stop in space and become inert more on this in a minute. Scoop to Cargo : With this command, you will scoop the drone to your cargo hold, if it is within 2, meters of your ship. Be careful, though, as you will not be able to launch the drone from there. Use this if your drone bay is full or if you want to salvage an abandoned drone.


Scoop to drone bay : Choose this command when you want any disabled drones to be re-docked in your drone bay so that you can re-launch them. Again, this only works if the drone is within 2, meters of your ship.


If a drone-controlling ship warps out of an area without retrieving its drones either to its drone bay or cargo hold, the drones left behind will become inert and abandoned. This also happens if the drones are more than km from their owner when their current command comes to an end - they will just stop and become inert.


If the owner returns to the same grid or approaches the out-of-range drones they can right-click their ship capacitor and select 'Reconnect to Lost Drones' to regain control over them. Any abandoned drone is free loot to any pilot that cares to collect them. You will not be combat flagged for taking abandoned drones. The wiki page Using Drones contains a lot of useful information and tips on how to use drones to their maximum potential.


This class will cover the main points, but consult that page if you want further information and ideas. More drones will almost always be more suitable than fewer drones. If your ship has a weird bandwidth, try to maximize the number of drones you can launch. Although light combat drones are designed to be used against frigate-sized ships, they can also dish out pretty good damage on larger ships as well.


For this reason, light drones are the most versatile type of drone to carry, and many ships with larger drone bays will stick with light drones. If you know what targets to expect then you could pick the right size of drones. If you are going out hunting carriers, then heavy and sentry drones would give you the best results and most resistant to smartbombs.


If you are primarily killing frigates, or you don't know what you will be facing and want to be prepared for all eventualities, then light drones are your friends. You could even mix drone sizes to maximize your applied DPS. It's also important to remember your drone control range.


When your drones are too far away from you they will regularly do weird things, and often behave in ways you might not expect. For best results, keep them within your drone control range - if their target is flying too far away from you, unless you really need your drones on the target, then recall them back to you.


Drones are a very popular option for damage dealing in PvE activities like missions and ratting. They provide cap-free and ammo-free damage, and a variety of tracking speeds and damage types, as long as you can fit them into your drone bay. This variety provides capsuleers with some critical choices to make, if they intend to use drones well.


Starting with the Retribution patch, NPC enemy ships attack drones more aggressively. However, NPCs only target drones in their size category, as follows: 1. Elite frigate and cruiser NPCs will go for small drones and above. Regular frigates and cruiser-sized NPCs will go for medium drones and above.


Battleship NPCs will go for large drones. Note that "elite" NPC frigates and cruisers are found very rarely in level 1 or 2 missions - they are more frequently seen in level 3 missions and above. To be sure, check EVE-Survival. As a general rule for PvE missions, you should use the "passive" and "focus fire" settings, and direct light combat drones to attack elite frigates and cruisers first, being ready to withdraw them back into your drone bay if they begin to take on damage.


This will break any target locks on your drones, and you can then relaunch them and re-engage. After dispensing with any "elite" frigates or cruisers, your light drones will then be immune to further damage, and can be used to help take out mid-sized targets like cruisers and battlecruisers - or you can deploy medium combat drones and monitor their damage, just as you did for small combat drones.


For larger targets, you can either use medium drones, which will be immune to attack, or heavy combat drones, again monitoring their damage as before. Be very careful with "Aggressive" drone settings during missions, particularly if you are trying to kill one group of targets at a time.


It's possible a drone will attack a separate group of targets simply by being in range of them. Drones also don't know whether or not one particular target is the "trigger" for a subsequent wave. Also, in some higher-level missions, simply deploying your drones can cause NPCs to "aggro". If you get overwhelmed in a mission room, recall your drones and warp out. Incursion fleets will often specify one DPS ship usually the one with the highest scan resolution as a "drone bunny".


Everyone launches their drones, and sets them to assist the drone bunny. In this way, the fleet can be sure that all the drones are working at all times, and that their DPS is going exactly where it needs to. If you are controlling your own drones in incursions, and you have them set to "Aggressive", you can quite easily accidentally kill a trigger, causing a new wave to spawn and the fleet to die in a fire.


Being a drone bunny is not as easy as it looks either. Any drones that are assisting you will always go after the last target on which you activated a hostile module. If they are merrily killing their way through one target, and you start webbing the next target, the drones will follow your web command and go after that target instead.


Even if you're not in an incursion, if you are trying to kill one target and you try to ECM or sensor dampen something else, assisting drones will follow that last command. The mobs in incursions, and in sleeper sites, both switch targets regularly and frequently kill small things like drones. If you wield drones in either situation, keep an eye on their hitpoints in the drone window and be prepared to withdraw them if they start taking fire.


If you are soloing Sleeper sites in wormholes, the sleepers will love to shoot your drones. Myrmidons can be rather ineffective solo in wormholes, although in fleets this is much less of a problem. Incursions and wormhole Sleepers, by the way, are omni-tanked so the type of damage you deal to them does not matter. Before entering into missions with a "drone boat" a ship designed primarily for fielding a substantial number of drones , gathering intelligence beforehand is important.


The ships of different factions that you encounter in missions both deliver and are vulnerable to predictable kinds of damage. Before entering into a mission, check the EVE Survival database to discover the numbers, types and sizes of expected enemies.