Saturday, November 29, 2025

Thermal Ammo - Don't undock without it!

If you're going into a fight without any intel on your opponent; for example, out roaming the war zone, the single best general-purpose damage type to preload in EVE Online is Thermal. 

Here’s why Thermal is the safest, most universal choice:


1. Thermal is the “middle ground” of resist profiles

Across nearly all ship classes and factions, Thermal is never the highest resistance, and it’s rarely the lowest—but it is consistently average to below average on most hulls.

This means you’re unlikely to run into a brick wall of Thermal resist the way you might with:

  • EM vs shield tanks

  • Explosive vs armor tanks

  • Kinetic vs certain Caldari hulls (especially T2)

Thermal tends to perform reliably no matter who you end up fighting.


2. Thermal is the universal “fallback” for drone and missile users

CCP intentionally makes Thermal the "balanced" damage type for:

  • Drones

  • Missiles

  • Hybrid weapons (blasters/rails)

  • Lasers (half their damage is always Thermal)

Because of this, ships are designed with Thermal balanced into their damage resist layout.


3. Most faction and T2 resist holes never make Thermal terrible

Different factions have known resist patterns:

  • Amarr (laser) → EM / Thermal: Thermal usually better

  • Caldari → Kinetic / Thermal: Thermal is always viable

  • Gallente → Explosive is usually best, but Thermal is always okay

  • Minmatar → Very spread resists; Thermal still a solid second choice

And importantly:

T2 ships have extreme resist spikes

Example:

  • Caldari T2 (Hawks, Harpies) → insanely high Kinetic resist

  • Amarr T2 (Retris, Sacrilege) → huge EM resist

  • Minmatar T2 (Wolves, Jaguars) → huge Explosive resist

But none of the T2 lines have a huge Thermal resist spike—making Thermal the most consistent.


Verdict: If you don’t know what you’re about to fight…

Load Thermal first.

You'll never be perfectly optimized, but Thermal gives you:

  • No crippling matchups

  • Solid results versus any tank type

  • Safety against T2 extreme resist spikes

  • Across-the-board reliability in FW space, where every faction shows up


If you want one backup ammo loaded in cargo, it's thermal:

  • If you don’t know the target:

    🔥 Thermal is the safest assumption in EVE.
    🔥 It’s never the worst choice.
    🔥 It avoids all Tech II resist spikes.

    Nothing else can say that.

Fly Boldly. o7


Kiting, Scram-Kiting, and Brawling: The Three Pillars of PvP in EVE Online

When you strip away the ship classes, doctrines, and weapon systems, almost every solo PvP fight in EVE Online boils down to one of three engagement styles: kiting, scram-kiting, and brawling. Each has its own strengths, weaknesses, and “feel” in a fight. Understanding these styles—both how to fly them and how to fight against them—is one of the biggest steps toward improving as a PvP pilot, especially in the chaos of low-sec faction warfare.

Below are the basics of all three engagement styles, plus examples of popular FW frigates that excel in each one.


1. Kiting — Fight From a Distance

Kiting is all about range control. You apply damage outside your opponent’s effective range while denying them the ability to hit you or apply tackle.

How It Works

You stay outside scram range—usually 13–20 km—and use speed, agility, and long-range weapons to whittle down your target. Typical fits use:

  • Microwarpdrives

  • Long-range weapons (Rails, Beams, Rapid Light Missile Launchers)

  • Range bonuses and tracking enhancers

  • High speed and low mass hulls

Pros

  • Safest fighting style — you dictate range, and you can often escape if things go bad.

  • Can pick your fights by disengaging before heavier ships land tackle.

  • Good vs. brawlers who can’t close distance.

  • Strong solo style when flown with discipline and patience.

Cons

  • MWD bloom makes you easy to hit if you're slingshotted or webbed.

  • Weak in tight spaces (inside plexes with short warp-ins).

  • Scram pilots are your worst nightmare if they catch you.

  • Lower DPS compared to brawlers and scram-kites.

Ideal For

Ships like the Slicer, Hookbill (light kite variant), Condor, and Orthrus thrive here. Kiting rewards awareness, manual piloting, and good judgment about when to disengage.


2. Scram-Kiting — The Middle Ground

Scram-kiting sits between pure kiting and brawling. You fight inside scram range but outside optimal brawler range, usually around 7–9 km.

How It Works

You lock your opponent down with a scram + web, position yourself just outside their ability to apply full damage, and use weapons that excel at close-to-medium range.
Typical fits include:

  • Scram + Web

  • Afterburner

  • Close-to-mid range guns (autocannons, blasters with null, pulse lasers with scorch)

  • Strong tracking and decent speed

Pros

  • Excellent vs. brawlers — they can’t catch you, and their DPS falls off hard.

  • More forgiving than kiting because you don’t rely on a fragile MWD.

  • Many Caldari/Gallente frigates excel here with AB + scram control.

  • Good sustained DPS while still controlling the engagement bubble.

Cons

  • Weak vs. long-range kiters — you can’t chase what you can’t catch.

  • Requires strong piloting to maintain your ideal orbit and avoid their optimal.

  • If you lose range control for even a moment, you get deleted by real brawlers.

  • Struggles vs. heavy web ships like Daredevils or Navy Maulus drones with tracking bonuses.

Ideal For

Ships like the Hookbill (AB/Scram/Web), Firetail, Comet, Breacher, Navy Slicers (scram variants), and dual web Merlin scram-kites all perform extremely well here.


3. Brawling — Face-Punching Range

Brawling is the most straightforward style: get close, hit hard, and break them before they break you.

How It Works

You close the distance, scram them, web them, and unload high DPS at 1 km or less.
Brawlers rely on:

  • High DPS short-range weapons (blasters, ACs, rockets)

  • Strong tank (dual reps, buffer plates, or ancillary boosters)

  • Capacitor stability for sustained fights

  • Sticking to the target like glue

Pros

  • Highest DPS of all engagement styles.

  • Dominant inside 1 km — if you land tackle, many ships simply melt.

  • Simple decision-making: get on top of the target and burn.

  • Great in tight plexes and small spaces where range control is limited.

Cons

  • Easily kited — brawlers die hard when they can’t catch their targets.

  • Scram-kites ruin your day by sitting just outside your optimal.

  • Cap warfare and neuts can shut you down fast, especially as an active repper.

  • Landing the initial tackle is everything — losing it is usually death.

Ideal For

Merlins, Atrons, Incursus, Tristans, Rockets Breachers, and Punishers are classic brawlers.


Which One Should You Fly?

Each engagement style shines in different situations:

  • Kiting if you want control, safety, and the ability to pick your fights.

  • Scram-kiting if you enjoy finesse, positioning, and punishing brawlers.

  • Brawling if you want raw DPS, simple mechanics, and brutal, fast-paced fights.

Many pilots specialize in one style, but the best FW pilots understand all three. Not so they can fly everything—but so they can counter everything.

In the warzone, knowledge is power. Range control is life. And whichever engagement style you choose, what matters most is knowing how—and when—to commit.

Fly boldly. o7

1v1 Crucifier Navy Issue vs. Maulus Navy Issue — Lessons Learned the Hard Way

I took a fight yesterday in my Crucifier Navy Issue (CNI) that I absolutely should not have taken—and I paid for it. The opponent was a Maulus Navy Issue (MNI), and the main reason I lost wasn’t his piloting. It was my own ignorance. I went in blind, made assumptions, and completely misread what the ship was capable of.

Going into the fight, I noticed the MNI had four low slots and only three mids, which made me assume it was armor-fit. That assumption led me straight into trouble. What I failed to consider—because I didn’t take thirty seconds to look it up—was that the MNI has enough drone bay and bandwidth to field ten light scout drones, with hull bonuses that make those drones far more dangerous than standard light drones.

Had I checked the stats, I would have seen:

  • 10% bonus to drone hit points and tracking speed

  • 10% bonus to Warp Scrambler optimal range

  • +2 innate scramble strength to all warp scramblers

That last point is crucial: a basic T2 scram on an MNI hits for -4 points. In other words, I was never getting away once he got tackle.

On top of that, his drones weren’t just filler. Based on his killboard history, his fit almost certainly included two Drone Damage Amplifiers, giving his five fielded drones about 141 DPS by themselves. Add 150mm light autocannons, and his total applied DPS climbed to around 200–210 DPS. Combine that with a scram range boosted to roughly 13.5 km, and I was completely outclassed before the fight even began.

And here’s the painful truth: my Crucifier Navy Issue actually warns me not to pick this fight. The CNI is all about range control and application support. Its bonuses—tracking disruption amount, tracking disruption optimal range, and reduction in capacitor use for weapon disruptors—make it fantastic at neutering turret ships. But against a drone-heavy platform like the MNI, which doesn’t rely heavily on turrets to apply damage, most of my ship’s strengths simply weren’t relevant. I walked in with the wrong hull for the matchup.

So yes—charging at a Maulus Navy Issue in a Crucifier Navy Issue was a terrible call.

But I did walk away with lessons that will absolutely make me a better pilot:

  1. Never go into a fight blindly.
    Thirty seconds of research can save your ship.

  2. Know your enemy’s capabilities before committing.
    Hull bonuses tell the story more often than killboard history does.

  3. Pick your fights wisely.
    The Crucifier Navy Issue is a fantastic ship—but it’s not the right tool for every job.

Today the Maulus Navy Issue got the better of me. Next time, I plan to return the favor—with knowledge, preparation, and the right ship for the fight.


Thursday, November 27, 2025

2v1: My Vexor vs. a Thorax and a Stiletto

Revenant Masterless Warriors – Caldari Militia

Every now and then New Eden hands you one of those fights that reminds you why solo and small-gang PvP is the heart of Faction Warfare. This was one of those moments: me in a standard solo Vexor, suddenly facing down a Thorax and a Stiletto at the same time.

The Engagement

My fit was my usual FW brawler setup: Heavy Electron Blaster IIs, dual Medium Armor Repairer IIs, a Medium Cap Booster, and my full drone bay—

  • 2 Ogres

  • 2 Hammerheads

  • 1 Hobgoblin

  • 5 Warriors

  • 5 Acolytes

As soon as I landed, I locked both targets. The Thorax dove straight into scram/web range, so I grabbed him and started chewing through his armor with Void-loaded blasters. The Stiletto began its usual orbiting dance, so I sent my five Warriors after him to try to force him off.

In the moment, separating my damage felt like the right call. In hindsight… not so much.

How the Fight Played Out

I eventually broke the Thorax, but it took noticeably longer than it should have. With my Warriors chasing the Stiletto, I was effectively fighting him with only my blasters—about 273 DPS.
If I had kept my full drone flight on the Thorax, I would have been pushing roughly 559 DPS, nearly double the pressure.

The difference was huge.

Fortunately, my dual reps and cap booster kept me in the fight long enough to finish the Thorax. As soon as he exploded, the Stiletto disengaged and warped off, leaving me bruised but alive.

Lessons Learned

This fight drove home a simple but important lesson:

Don’t split DPS in a 2v1 unless you know you can force one target off immediately.

Warriors might chase a fast tackle, but they’re not deleting one, and the lost DPS nearly cost me the fight against the Thorax—the real threat.

If I could redo the engagement, I’d:

  • Lock both targets

  • Scram/web the Thorax immediately

  • Unload both blasters and my full damage drone flight into him

  • Ignore the Stiletto until the Thorax is dead or forced off

Secure the kill, then deal with the slippery stuff.

Final Thoughts

Despite the misplay, it was a great fight—exactly the kind of scrap that makes Faction Warfare worth logging in for. Even after years of flying, EVE still finds ways to teach you something new.

Fly dangerous,
Revenant Masterless Warriors

Vexor Solo Faction Warfare

 [Vexor, FW-Solo]

LOW SLOTS

Medium Armor Repairer II

Multispectrum Energized Membrane II

Damage Control II

Multispectrum Energized Membrane II

Medium Armor Repairer II

MED SLOTS

10MN Afterburner II

Stasis Webifier II

Warp Scrambler II

Medium F-RX Compact Capacitor Booster

HIGH SLOTS

Heavy Electron Blaster II

Heavy Electron Blaster II

Heavy Electron Blaster II

Heavy Electron Blaster II

RIGS

Medium Auxiliary Nano Pump I

Medium Auxiliary Nano Pump I

Medium Nanobot Accelerator I

DRONES

Warrior II x5

Federation Navy Hobgoblin x1

Federation Navy Hammerhead x2

Federation Navy Ogre x2

Acolyte II x5

CARGOHOLD

Federation Navy Antimatter Charge M x1456

Null M x3800

Void M x1076

Navy Cap Booster 800 x15

Caldari Navy Antimatter Charge M x195


Tuesday, November 25, 2025

Faction Warfare Battlefield Moa Cruiser

In the relentless low-sec skirmishes of EVE Online's Faction Warfare, where Battlefields spawn with waves of hostile NPCs and opportunistic pilots, the humble Moa cruiser stands out as a kiting powerhouse. This railgun-focused fit transforms the Caldari workhorse into a versatile sniper, blending long-range precision with a robust shield burst tank to dominate Faction Warfare sites—clearing threats from afar while dictating engagements against hostile forces. 

[Moa, RMWAR-Longrange]

LOW SLOTS

Damage Control II

Magnetic Field Stabilizer II

Magnetic Field Stabilizer II

Tracking Enhancer II

MED SLOTS

10MN Afterburner II

Warp Scrambler II

Stasis Webifier II

Medium Ancillary Shield Booster

Optical Compact Tracking Computer

HIGH SLOTS

250mm Railgun II

250mm Railgun II

250mm Railgun II

250mm Railgun II

250mm Railgun II

RIGS

Medium Core Defense Field Extender I

Medium Core Defense Field Extender I

Medium EM Shield Reinforcer I

DRONES

Warrior II x3

CARGOHOLD

Synth Blue Pill Booster

Synth Drop Booster

Spike M x600

Navy Cap Booster 50 x36

Antimatter Charge M x3000

Caldari Navy Antimatter Charge M x600

Optimal Range Script x1

Tracking Speed Script x1

Monday, November 24, 2025

Caracal Navy Isssue (CNI)

 Here is a CNI fit I've been playing around with in Medium plexes and Battlefields. It's okay in medium plexes be leaves a lot to be desired in Battlefields due to the range of the missiles:


[Caracal Navy Issue, RMWAR-Plex-Solo]


LOW SLOTS

Ballistic Control System II

Ballistic Control System II

Damage Control II


MED SLOTS

50MN Quad LiF Restrained Microwarpdrive

Large Shield Extender II

Large Shield Extender II

Multispectrum Shield Hardener II

Stasis Webifier II

Warp Scrambler II


HIGH SLOTS

Heavy Assault Missile Launcher II, Caldari Navy Nova Heavy Assault Missile

Heavy Assault Missile Launcher II, Caldari Navy Nova Heavy Assault Missile

Heavy Assault Missile Launcher II, Caldari Navy Nova Heavy Assault Missile

Heavy Assault Missile Launcher II, Caldari Navy Nova Heavy Assault Missile

Heavy Assault Missile Launcher II, Caldari Navy Nova Heavy Assault Missile

Heavy Assault Missile Launcher II, Caldari Navy Nova Heavy Assault Missile


RIGS

Medium Core Defense Field Extender I

Medium Core Defense Field Extender I

Medium EM Shield Reinforcer II


Hornet II x5


CARGOHOLD

Inferno Rage Heavy Assault Missile x1200

Mjolnir Rage Heavy Assault Missile x1200

Nova Rage Heavy Assault Missile x1200

Scourge Rage Heavy Assault Missile x1200

Caldari Navy Inferno Heavy Assault Missile x1200

Caldari Navy Mjolnir Heavy Assault Missile x1200

Caldari Navy Nova Heavy Assault Missile x1200

Caldari Navy Scourge Heavy Assault Missile x1200

Scourge Heavy Assault Missile x2400

Sunday, November 23, 2025

Eve Online New Ships since 2021

    Here are the new, player-flyable ships CCP introduced in EVE Online from the last ~4 years (Dec 17, 2021 → Dec 17, 2025), excluding Alliance Tournament prize ships.

    2022 (Uprising / FW overhaul)

    Navy exploration frigates

    • Magnate Navy Issue

    • Heron Navy Issue

    • Imicus Navy Issue

    • Probe Fleet Issue (EVE Online)

    Navy combat battlecruisers

    • Prophecy Navy Issue

    • Ferox Navy Issue

    • Myrmidon Navy Issue

    • Cyclone Fleet Issue (EVE Online)

    Navy destroyers

    • Coercer Navy Issue

    • Catalyst Navy Issue

    • Cormorant Navy Issue

    • Thrasher Fleet Issue (EVE Online)

    Navy dreadnoughts

    • Revelation Navy Issue

    • Moros Navy Issue

    • Phoenix Navy Issue

    • Naglfar Fleet Issue (EVE Online)

    2023 (Viridian + Havoc)

    Tech II Lancer Dreadnoughts (Viridian)

    • Bane (Amarr)

    • Karura (Caldari)

    • Hubris (Gallente)

    • Valravn (Minmatar) (EVE Online)

    Pirate ships (Havoc era)

    • Mekubal (Angel Cartel destroyer)

    • Mamba (Guristas destroyer)

    • Khizriel (Angel Cartel battlecruiser)

    • Alligator (Guristas battlecruiser)

    • Azariel (Angel Cartel titan) (EVE Online)

    2024 (Revenant)

    Deathless ships

    • Tholos (destroyer)

    • Cenotaph (battlecruiser) (EVE Online)

    2025 (Catalyst + Winter Nexus 2025)

    Catalyst expansion ships

    • Pioneer (mining destroyer)

    • Outrider (Tech II variation of the Pioneer)

    • Pioneer Consortium Issue (navy/consortium variation)

    • Venture Consortium Issue (navy/consortium variation)

    • Odysseus (Sisters of EVE exploration command ship) (EVE Online)

    Winter Nexus seasonal ship

    • Perseverance (ice-mining destroyer; “variation of the Pioneer”) (EVE Online)

🔥 DPS: The Blade of the Fleet

Faction Warfare Fleet Roles — DPS When people talk about “winning fleet fights,” they usually talk about the FC, fleet comps, or the logi. B...