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Is E-War any good?

Author
Kenail Rintoon
Dark-Rising
Wrecking Machine.
#1 - 2014-07-13 10:13:35 UTC
I'm a bit of a carebear newbie who wants to move into less secure regions and join the pvp crowd. Looking around at the different roles E-War sounds fun but not really knowing what I'm doing I have a few questions before I start skilling into it.

1. Is E-War useful? Will I actually add anything to a pvp corp besides another body on the battlefield?

2. I'm Gallente and would for rp reasons prefer to keep flying Gallente ships but I also know that I want to win so my question is if Gallente E-War version is any good or if I should skill into some other faction?

3. Having chosen faction what class of ship should I go for? I've looked at the dedicated E-War frigs and they all look nice but is this correct or will I need a bigger hull?

4. Are the dedicated T2 ships necessary or will I do just as well in a simpler ship?

5. War chest. How much isk should I farm before I head into lower sec? As much as possible of course but what should I aim for? Bear in mind that due to me probably sucking at space pvp I'll most likely lose a few ships in the beginning and I don't want this to end with me slinking back to hi-sec because I lost 3 ships and am out of cash.
Gully Alex Foyle
The Scope
Gallente Federation
#2 - 2014-07-13 12:35:06 UTC
1. Very useful. Another body is fine too, if you're active and have the good attitude that you seem to have

2. Gal is warp disruption and sensor damping, which are both useful. But it doesn't make any difference except in dedicated ewar ships. Otherwise ECM (Caldari) is usually annoyingly effective

3. EAFs are great. Ewar t1 cruisers are even easier to get into and less squishy. A blackbird (Caldari) will always be welcome in cruiser gangs

4. T2 are better, but t1 works fine (both frigs and cruisers)

5. If you want to be active, you could easily lose dozens of ships per month. Consider joining Faction Warfare, you can make good ISK while pvp-ing

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Mabego Tetrimon
Spiritus Draconis
#3 - 2014-07-13 12:47:23 UTC  |  Edited by: Mabego Tetrimon
get a billion isk with u, search for a good Gallente FW corp.....(look up the killboards------zkill, google it) wich FW corps are active, most of them recruit, get into one of the corps and then into their fleets. Start your Ewar career with Griffins or Blackbirds in fleets. You ll soon be very welcome to most fleets, i guarantee you. Solo with an Ewar ship, thats very very tough. i know nobody whos doing that, but you might try your luck...

E-war is designed for fleets, not so much for solo, but hei, its open world, so try your luck if you want
Kenail Rintoon
Dark-Rising
Wrecking Machine.
#4 - 2014-07-14 10:17:50 UTC
FIrst I would like to say thanks for the answers I've gotten so far. This was exactly the information and help I was looking for.

Caldari seems to be the way to go but this brings up some more questions.

1. Cruisers vs Frigs. Just a matter of personal preference or are they used in different manners by a competent FC?

2. Cruiser gangs. These were mentioned and I've seen them referenced in other threads. Are they used just because they're cheap and reasonably effective or is there some mechanics benefit that I don't know about? And will I get laughed at if I try to join one in a EAF?
Kagura Nikon
Native Freshfood
Minmatar Republic
#5 - 2014-07-14 10:56:24 UTC
Kenail Rintoon wrote:


5. War chest. How much isk should I farm before I head into lower sec? As much as possible of course but what should I aim for? Bear in mind that due to me probably sucking at space pvp I'll most likely lose a few ships in the beginning and I don't want this to end with me slinking back to hi-sec because I lost 3 ships and am out of cash.


That is why you learn to pvp in t1 cruisers, not battleships, not Strategic Cruisers, Not recons..... T1 cruisers. When you can fly several days, passing lots of engagements without losing your t1 cruiser, then you might think on more expensive stuff.

Most t1 cruisers, after fit should cost around 20-24M isk, somethign you should be able to do within 1hour running an ocasional exploration site in low sec

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#6 - 2014-07-14 10:58:29 UTC
Kenail Rintoon wrote:
FIrst I would like to say thanks for the answers I've gotten so far. This was exactly the information and help I was looking for.

Caldari seems to be the way to go but this brings up some more questions.

1. Cruisers vs Frigs. Just a matter of personal preference or are they used in different manners by a competent FC?

2. Cruiser gangs. These were mentioned and I've seen them referenced in other threads. Are they used just because they're cheap and reasonably effective or is there some mechanics benefit that I don't know about? And will I get laughed at if I try to join one in a EAF?



Unless its a fleet with lots of remote repair, then no no one will laugh at you for using an EAF as long as you use it wisely. Gallente EAF is among the most powerful multipliers you can bring in a fleet without spending much. Most fleets are cruiser sized and below because of mobility. A fleet with battleships cannot run away if they are faced by a superior force, so they are used much more carefully.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Tengu Grib
Caldari Provisions
Caldari State
#7 - 2014-07-14 17:10:46 UTC
Kenail Rintoon wrote:
FIrst I would like to say thanks for the answers I've gotten so far. This was exactly the information and help I was looking for.

Caldari seems to be the way to go but this brings up some more questions.

1. Cruisers vs Frigs. Just a matter of personal preference or are they used in different manners by a competent FC?

2. Cruiser gangs. These were mentioned and I've seen them referenced in other threads. Are they used just because they're cheap and reasonably effective or is there some mechanics benefit that I don't know about? And will I get laughed at if I try to join one in a EAF?


Frig vs Cruiser often depends more on the task at hand or the preference of the FC. Frigs, being cheap, are often used when mobility is the biggest priority, or the risks are high. Cruisers are still very mobile, and still pretty cheap, but much more robust than frigs. Also frigs have a hard time taking down anything bigger than a battle cruiser in a reasonable amount of time, where cruisers can fairly quickly take out ships bigger than themselves, and still handle not too badly against frigs. Anything above cruiser starts to get much more expensive quickly, and is dramatically less mobile, as well as generally performing poorly against smaller targets. As for training, I'd recommend starting with training frigs and the associated skills for your fit, and if you end up joining a corp that uses cruisers more, you'll find most of the skills transfer, and you'll only need to add a few new ones.

You'll never get laughed at for bringing EAF as long as the ewar type you're using is useful, for instance if the FC knows he's going to be fighting a missile fleet, then bringing tracking disruptors isn't very helpful. The Gallente Keres though does warp disruption and sensor dampening, both of which are amazing to have against literally anything your opponent can bring.

As for finances, there are numerous groups that will reimburse your losses, so you'll be flying for free (ish). As a few others mentioned, you can make decent money doing FW while you pvp, which helps offset your losses.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Serendipity Lost
Repo Industries
#8 - 2014-07-14 19:47:38 UTC
If you want to learn pvp and have a great time - get into wh. FW is fun but mosty (mostly) one dimensional. I mean mostly frigate fights on the fw anom gates. They are great fun, but that is pretty much all there is to FW. WH has more variety and there is so much more to learn there. You just can't get the same feel for what a pair of curse do in FW. It's just not something you run into in FW space. FW is a great kiddie pool to get your feet wet and learn frigatry, but there is only so much to learn and do there. Keep an open mind and realize there is more to eve pvp than the 'go FW' horn that is continuously blown in this forum.

Frigates are great fun, but they are only one class of ships. FW is primarily frigate on frigate. If you want it all, then you have to look elsewhere.
Serendipity Lost
Repo Industries
#9 - 2014-07-14 19:49:14 UTC
Kagura Nikon wrote:
Kenail Rintoon wrote:


5. War chest. How much isk should I farm before I head into lower sec? As much as possible of course but what should I aim for? Bear in mind that due to me probably sucking at space pvp I'll most likely lose a few ships in the beginning and I don't want this to end with me slinking back to hi-sec because I lost 3 ships and am out of cash.


That is why you learn to pvp in t1 cruisers, not battleships, not Strategic Cruisers, Not recons..... T1 cruisers. When you can fly several days, passing lots of engagements without losing your t1 cruiser, then you might think on more expensive stuff.

Most t1 cruisers, after fit should cost around 20-24M isk, somethign you should be able to do within 1hour running an ocasional exploration site in low sec



You never need to worry about isk if you live in a wh. The biggest problem is over filling your SMA with too much bling.
Baron' Soontir Fel
Deep Core Mining Inc.
Caldari State
#10 - 2014-07-14 19:53:03 UTC
Serendipity Lost wrote:
If you want to learn pvp and have a great time - get into wh. FW is fun but mosty (mostly) one dimensional. I mean mostly frigate fights on the fw anom gates. They are great fun, but that is pretty much all there is to FW. WH has more variety and there is so much more to learn there. You just can't get the same feel for what a pair of curse do in FW. It's just not something you run into in FW space. FW is a great kiddie pool to get your feet wet and learn frigatry, but there is only so much to learn and do there. Keep an open mind and realize there is more to eve pvp than the 'go FW' horn that is continuously blown in this forum.

Frigates are great fun, but they are only one class of ships. FW is primarily frigate on frigate. If you want it all, then you have to look elsewhere.


Pretty sure WH need a much higher skill and SP investment. Also, ISK wallet for expensive ships.
Serendipity Lost
Repo Industries
#11 - 2014-07-14 20:07:49 UTC
You need to be able to fly a covert ops frigate and have reasonable scanning skills to be useful. You need the mining frigate and gas harvesting skills to 5 to make a pile of isk gassing. You should be able to fly a minimum pve ship for sites (that varies widely by wh class and any effects the wh may have).

Finally, for pvp - fly what ever you like and train for whatever you think you might like.

So sure, it does take a bit more skill, but it's not that steep. Some of the deeper wh have higher minimum pve ship requirements. For my wh it's a huginn. For many lower class wh it's a heavy missile launcher drake. Most of the WH groups (small to mid size) are pretty cool and work with you. Vets know it's all about the pilot and not about the skill points.

No matter where you end up, if you join a corp that has required fits and a list of doctrines they copied from battleclinic (or where ever)... I'd tell them to pissoff. Those corps tend to have more stress and less fun.

As far as E-war in the initial post. It's super handy sometimes. Just remember that as soon as you land on grid - odds are you are primary. Ewar tends to be an expensive occupation.
Christopher Mabata
Northern Accounts and Systems
#12 - 2014-07-14 23:00:28 UTC
EWAR is probably one of the best things you can have in a fleet, especially when it is coordinated properly and used in the best ways possible

Neutralizers shut ships down if nothing can feed them cap, and that means death. Many ships such as the geddon nuet just fine at T1, but a curse is something truly spectacular.

Jamming causes more tears than freighter ganking and can turn the tide if you successfully jam either their big DPS ships or their logistics. For jams T2 ships are a MUST otherwise you'll die too quickly or wont have strong enough jams.

Dampeners are amazing for brining logi closer to the fight and in range of your DPS ships as well as handling snipers and kiters. plus the gallente T2 arazu / lachesis can tackle at long range too so it makes them indispensable in a fight.

Target painters are death to frigates and make some cruisers melt like theyre battleships

and Webs are just a must have, rapier ftw

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Kagura Nikon
Native Freshfood
Minmatar Republic
#13 - 2014-07-15 10:35:39 UTC
Serendipity Lost wrote:
If you want to learn pvp and have a great time - get into wh. FW is fun but mosty (mostly) one dimensional. I mean mostly frigate fights on the fw anom gates. They are great fun, but that is pretty much all there is to FW. WH has more variety and there is so much more to learn there. You just can't get the same feel for what a pair of curse do in FW. It's just not something you run into in FW space. FW is a great kiddie pool to get your feet wet and learn frigatry, but there is only so much to learn and do there. Keep an open mind and realize there is more to eve pvp than the 'go FW' horn that is continuously blown in this forum.

Frigates are great fun, but they are only one class of ships. FW is primarily frigate on frigate. If you want it all, then you have to look elsewhere.



Likely it is still better for him to spend a month or 2 in FW exaclty to learn from that more simplified combat environment.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Meditril
Hoplite Brigade
Ushra'Khan
#14 - 2014-07-15 13:06:09 UTC
E-War is very good if well applied,this however means that you might need some training to use it really in a proper way.
If you want to go for Solo-PVP then the Amarr line is best and most powerful. Minmatar line works only good against frigates. Haven't seen Gallente line for Solo so far and Caldari simply lacks the DPS.
Serendipity Lost
Repo Industries
#15 - 2014-07-15 13:07:33 UTC
Kagura Nikon wrote:
Serendipity Lost wrote:
If you want to learn pvp and have a great time - get into wh. FW is fun but mosty (mostly) one dimensional. I mean mostly frigate fights on the fw anom gates. They are great fun, but that is pretty much all there is to FW. WH has more variety and there is so much more to learn there. You just can't get the same feel for what a pair of curse do in FW. It's just not something you run into in FW space. FW is a great kiddie pool to get your feet wet and learn frigatry, but there is only so much to learn and do there. Keep an open mind and realize there is more to eve pvp than the 'go FW' horn that is continuously blown in this forum.

Frigates are great fun, but they are only one class of ships. FW is primarily frigate on frigate. If you want it all, then you have to look elsewhere.



Likely it is still better for him to spend a month or 2 in FW exaclty to learn from that more simplified combat environment.




I won't argue that point at all. As I've said - frigate fights are super fun. It's a great start, but certainly not the end game or even the middle game as far as pvp goes. (Don't read too much into this - if FW wasn't fun then so many folks wouldn't be doing it) I'm just saying there is more out there and better variety out there. This forum tends to default to "go to FW and blah blah blah" - Just making sure the guy gets exposed to the other options.

As far as ewar - the guy that said you NEED T2 is simply wrong. You don't NEED or NEED TO DO anything in this game. Some things work better than others in certain situations. Eve PVP may well be the most random thing in internet gaming land - don't let some ninny's opinion paint you into a corner.
Plato Forko
123 Fake Street
#16 - 2014-07-15 19:26:39 UTC
Kenail Rintoon wrote:
1. Is E-War useful? Will I actually add anything to a pvp corp besides another body on the battlefield?


a single EWAR ship can turn small-gang engagements into an easy win, for 20+ fleets you generally won't make much of a difference without a few other EWAR pilots on grid. That's not to say there aren't special circumstances.

Quote:
2. I'm Gallente and would for rp reasons prefer to keep flying Gallente ships but I also know that I want to win so my question is if Gallente E-War version is any good or if I should skill into some other faction?


Gallente EWAR is great but just as niche as Amarr, Caldari and Minmatar EWAR. You have to tailor your choice to the fleet's strategy.

Quote:
3. Having chosen faction what class of ship should I go for? I've looked at the dedicated E-War frigs and they all look nice but is this correct or will I need a bigger hull?


EAFs are worth the price but they're pretty much as soft as the T1 variants so best to save those for small-gang engagements where your fleetmates might care more about not letting you get blapped. In general, T2 EWAR ships are huge force multipliers for small-gang fleets because they add a juicy special sauce bonus on top of the bonus they share with the T1 variants. For example, Gallente T1 and T2 EWAR can damp, but only the T2 variants have extended point range. All of this applies to EWAR cruisers too.

In many cases, the mobility + scan res of a frigate will be more beneficial than the extra modules and EHP of a cruiser. For example, if the opposing fleet has a Blackbird on field and you're in a Maulus, you can take the Blackbird out of the fight by getting lock first and neutralizing his ability to lock with range damps.

In general, if you know there will be other EWAR in a cruiser fleet bring a cruiser, frig/dessie fleets don't often have EWAR so if you bring one it might as well be T1 you'll be primaried either way.

Quote:
4. Are the dedicated T2 ships necessary or will I do just as well in a simpler ship?


As mentioned, the T2 ships get an extra bonus that can make all the difference if you're leading a small gang or your FC is counting on those special bonuses to make the most of the fleet composition.

Quote:
5. War chest. How much isk should I farm before I head into lower sec? As much as possible of course but what should I aim for? Bear in mind that due to me probably sucking at space pvp I'll most likely lose a few ships in the beginning and I don't want this to end with me slinking back to hi-sec because I lost 3 ships and am out of cash.


Start cheap, keep a good stock of fitted frigates in hangar for all types of fights. Forget thinking about ships as special, they're just tools and sometimes a 2m ISK derptron is a better tool for the job than a 200m ISK EWAR cruiser would be.
Kenail Rintoon
Dark-Rising
Wrecking Machine.
#17 - 2014-07-16 10:23:19 UTC
So much information! Big smile

Anyways after reading all your answers and watching more E-War videos than I hope my boss ever finds about I've made my decision.

1. I will skill Caldari. All races have their advantages but jamming seems the most all round.

2. I will focus on Cruisers. The added durability should give me a few extra seconds of survival while I learn the ropes and luckily some of you reminded me of the golden rule: Never fly what you can't afford to lose!

3. I'll gather about a bil. That should let me lose 30-40 ships before I run out of cash and if I lose all my ships in a row without earning a single isk I'll take that as a sign that I should go back to hi-sec and be a hauler or something.

4. I'll scan kill boards to find an active Gallente FW corp to earn my learners permit in. Once I feel confident and have a winning record I'll consider moving on to WH or 0.0.

Again I'd like to thank all who answered my questions. This was a big help for me.

One sub par Blackbird pilot coming up!
Christine Peeveepeeski
Low Sec Concepts
#18 - 2014-07-16 10:48:19 UTC  |  Edited by: Christine Peeveepeeski
Kenail Rintoon wrote:
I'm a bit of a carebear newbie who wants to move into less secure regions and join the pvp crowd. Looking around at the different roles E-War sounds fun but not really knowing what I'm doing I have a few questions before I start skilling into it.

1. Is E-War useful? Will I actually add anything to a pvp corp besides another body on the battlefield?
Yes, you will also be hated by the group of people you counter.

2. I'm Gallente and would for rp reasons prefer to keep flying Gallente ships but I also know that I want to win so my question is if Gallente E-War version is any good or if I should skill into some other faction?
Damps are on par with ecm regarding usefullness.

3. Having chosen faction what class of ship should I go for? I've looked at the dedicated E-War frigs and they all look nice but is this correct or will I need a bigger hull?
All t1 versions have their uses and can counter things for as little as 1-2mill a ship.

4. Are the dedicated T2 ships necessary or will I do just as well in a simpler ship?
EAFs are crazy good, all of them.

5. War chest. How much isk should I farm before I head into lower sec? As much as possible of course but what should I aim for? Bear in mind that due to me probably sucking at space pvp I'll most likely lose a few ships in the beginning and I don't want this to end with me slinking back to hi-sec because I lost 3 ships and am out of cash.
Read my statement about t1 frigates, join a corp and support them, you can be useful after as little as 10mill earned for a few reships.


Questions answered above in bold.

Basic INFO about ewar

Damps - rarely used without scripts.
Range script - great against kiting ships or logistics that are far from their friends. Also great to land on enemy EWAR support ships to deny their usefulness.
Scan res script - Useful for larger gang fights were logistics have to lock friendlies up. This vastly increases their lock time and allows your dps to drop targets before reps land. Use this when your logistics are amongst their friends.

ECM - multiple racial choice or multi-spectral
If possible you should fit for your assumed targets, rarely is multi-spec a valid useful choice. You should be looking at enemy logistics as primary targets or listen to what your FC or support FC wants dealt with. As an example, it may be worth more for a griffin pilot to clear enemy ewar support if they are seen to be very effective (example small gang fight where tracking disrupter ships are present against gunnery based gang).

Target painters - Very clear role
Not really ewar to be honest. What this does in a nutshell is increase effective damage that can be applied to the target its applied to. It lowers chance to miss for guns and increases applied damage for missiles. Bare in mind the effect is only percentage based so you'll usually only fit them if the person fitting the doctrine your in has done the maths to find them worthwhile over something else.

Webs - Simple role, slow ships down enough to be caught/apply dps. be aware that without a scram applied some mwd ships can still shift it even reduced by 60% speed when only 1 web present.

Warp disrupter - Stop ships warping away unless it has a warp strength higher than the amount of warp disrupters applied to it.

Warp scrambler - same as above but counts with improved warp strength (2), shorter range and shuts down microwarpdrives and micro jumpdrives.

Tracking disrupter - can be scripted and is rarely unscripted.
Optimal range disruption script - is VERY useful against lasers as lasers range is often in their optimal. It's also useful against some railgun fits although certain ships bonus for falloff for hybrids so be aware of the ship you are targeting to work out how many need to be applied or if it's useful at all.
Tracking disruption script - Slows the speed a turret can track you. i shall boil the concept down to the faster you move across a the more likely you are to have it miss you. tracking disrupters slow the chance of the turret tracking you as you move across it obliquely. This is a very useful ewar to have against anythign with guns but again, be aware its a %based penalty so if the turret has great tracking then you need to know it's still going to do something before you choose the amount to apply.

Energy neuts - remove cap from the enemy.
This will cost you a lot of cap too but you will remove more per cycle than it costs for you to activate it. This ewar is often found on many ships with spare high slots as an aux defence/offence system. When in great numbers or on ships bonussed for it you can shut ships down completely with only missiles/guns and drones able to fire. All active mods will shut down without cap so anything with active reps will die much faster with neuts applied to it.

This is all very basic info that all vets will know but I hope it helps you and some new to ewar.
Danny John-Peter
Blue Canary
Watch This
#19 - 2014-07-16 12:42:41 UTC
Out of all the currently available (non tackle) EWAR damps are probably the most useful on unbonused hulls, they can be used en-masse or in small numbers and be used both defensively and offensively, they are also not chance based and therefore are a much more reliable EWAR to fit in gangs, as you can always predict their effect.

As for tackle; a mix of Webs, Painters, Scrams and Points are key to a gangs ability to pin down or remain at a safe range from targets, as well as their ability to kill said targets quickly.
Brylan Grey
University of Caille
Gallente Federation
#20 - 2014-07-22 05:35:45 UTC
E war is incredibly useful.

You want a celestis.

You will be primaried.
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