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EVE: Valkyrie is a multiplayer spaceship dogfighting shooter set in the EVE universe. The game will support virtual reality through the Oculus Rift and Sony's Playstation VR.

Equipment[]

Equipment is activated by pressing the Y button and possesses anti-missile effects. All forms of mines allow for a maximum of three mines to be active at once. Placing a fourth mine while there are three mines active will cause the oldest mine to self-destruct.

Countermeasures[]

Anti-missile: Constant effect while active

Additional effect: none

EMS[]

Anti-missile: Constant effect while active

Additional effect: Cannot fire missiles while active. Primary weapons have a chance to give EMP status to enemy ships for a limited time. EMP status locks the ship in place, disables shields and increases damage taken while active.

EMP Mine[]

Anti-missile: Breaks missile lock on missiles active when activated

Additional effect: Leaves behind an EMP Mine that is proximity triggered by enemy ships. After charging for a moment it explodes, doing no damage but giving EMP status to any enemy ships in range.

Mine[]

Anti-missile: Breaks missile lock on missiles active when activated

Additional effect: Leaves behind a Mine that is proximity triggered by enemy ships. Explodes instantly, doing significant damage.

Spiderbots[]

Anti-missile: Breaks missile lock on missiles active when activated

Additional effect: Leaves behind a cloud of spider-like robots that appears red to enemy ships and blue to self and allies. On touch, the spiderbots trigger an animation on the ship that triggered the spiderbots and either damages or restores partial shield strength depending on whether it was placed by a foe or ally/self.

Weapons[]

Gatling Guns[]

Very rapid rate of fire forward shooting weapons that have very low damage per shot. Sustained fire is effective against both shields and hulls of enemy ships.

Auto Cannons[]

Forward shooting weapons with a slower rate of fire than the Gatling Guns but with a higher damage per shot. Cannot sustain fire as long as the Gatling Guns without rate of fire slowing down. Effective on both shields and hulls.

Pulse Cannons[]

Forward shooting weapons with a slower rate of fire than the Gatling Guns that do good damage per shot against shields but little damage against hulls.

Magcannons[]

Forward shooting weapons that have partial aim assist and homing ability. Magcannons have high damage per shot but are only capable of firing in brief bursts.

Flak Cannons[]

Come in forward firing and head tracked varieties. Both have proximity fuses and detonate with area of effect damage. Relatively low projectile speed, but effective against both armor and shields.

Tri-Flak Cannons[]

A higher damage version of the Flak Cannons, available only as head tracked weapons on heavy ships.

Phasers[]

Medium range weapons with a charge-up time, cool down time and very effective aim assist. Overall low damage per second. Effective against shields and hulls.

Missiles[]

Head tracked weapons that very in performance depending on the ship using them.

Missile Pods[]

Special weapon of the Phantom, capable of fire and forget and head tracked fire.

Mortar[]

Special weapon of the Maelstrom, the Mortar has slow velocity and very low rate of fire but does extreme damage if a direct hit occurs. The Mortar has proximity detonation and creates a large cluster of secondary explosions, doing widespread area of effect damage.

Ships[]

There are three classes of ships, the Fighters, Heavies and Support. The first Heavy and Support are ships are unlocked by playing as fighters. Subsequent Heavy and Support ships are unlocked by earning EXP with any unlocked ship in their respective category.

Fighters[]

The fighters are the basic ships designed to be relatively easy to use and are the starting class.

Wraith[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 6/10

Equipment: Gatling guns, Head Tracked Missiles, Countermeasures

Upgrades: Shield Upgrade, Armor Upgrade, Energy Upgrade

Notes:  The basic fighter is an well rounded ship with good durability, speed and firepower.

Dominator[]

Maximum stats: Firepower: 7/10 Armour: 4/10 Shield: 4/10 Speed: 5/10

Equipment: Auto Cannons, Head Tracked Missiles, Countermeasures

Upgrades: Speed Upgrade, Shield Upgrade, Shield Damage Upgrade

Notes:  The Dominator is another well rounded ship whose guns are less rapid fire than those of the Wraith but do more damage per shot.

Accord[]

Maximum stats: Firepower: 7/10 Armour: 3/10 Shield: 4/10 Speed: 6/10

Equipment: Pulse cannnons, Head Tracked Missiles, Countermeasures

Upgrades: Shield Damage Upgrade, Armor Upgrade, Speed Upgrade

Notes:  The accord is considered an agile ship that excells in damaging enemy shields but is not so good at inflicting armour damage.

Assuage[]

Maximum stats: Firepower: 6/10 Armour: 3/10 Shield: 3/10 Speed: 5/10

Equipment: Auto Cannons, Head Tracked Missiles, EMS

Upgrades: EMS Cooldown Upgrade, EMS Duration Upgrade

The Assuage combines the weapons of the Dominator with an upgraded EMS.  This ship is well suited for countering heavies.

Heavies[]

The heavy ships are slow-moving but pack a punch. They typically have either strong shields and/or armor plating. This is the second class unlocked.

Spectre[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 5/10 Speed: 4/10

Equipment: Head Tracked Flak Cannon, Microwarp Drive, EMS

Upgrades: Armor Upgrade, Shield Upgrade

Notes: The Spectre is the base form of the Heavies. It possesses both armour and shield defense along with an EMS. Its weapon utilizes a head tracked reticle and fires proximity detonating projectiles that have area-of-effect damage. It is capable of damaging both allies and enemies. Accuracy decreases if the weapon is fired continuously. Projectiles can be fired from either side of the ship, but if the reticle is too far to the left or right then only the weapon on that side will fire. This greatly decreases your effective rate of fire, so keeping enemies near midline is important.

Rhino[]

Maximum stats: Firepower: 8/10 Armour: 5/10 Shield: 3/10 Speed: 4/10

Equipment: Head Tracked Tri Flak, Microwarp Drive, Countermeasures

Upgrades: Armor Damage Upgrade, Shield Damage Increase, Rate of fire Increase

Notes: Possessing a stronger version of the flak cannon, it trades reduced shields for increased firepower. Typically the microwarp drive is used to move into position among enemy fighters and relies on its superior sustainable damage per second to destroy them. When teamed up with a support unit to help keep it alive the Rhino can produce very high kill counts.

Goliath[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 4/10

Equipment: Head Tracked Missiles, Microwarp Drive, Spiderbots

Upgrades: Armor Damage Upgrade, Rate of Fire Upgrade

Notes: The head tracked missiles that serve as the Goliath's weapon are significantly different than those used by the Fighter class. Damage, velocity and correction rate are all increased. Maximum correction and maximum flight time are decreased. Unlike the Spectre and Rhino, the Goliath is best uses as part of a team effort, destroying enemies from a distance that have already had their shields stripped by other teammates. In this scenario, the microwarp drive is used to keep distance from enemy units rather than to move into range among them.

Cyclone[]

Maximum stats: Firepower: 7/10 Armour: 5/10 Shield: 3/10 Speed: 4/10

Equipment: Head Tracked Tri Flak, Microwarp Drive, EMS

Upgrades: EMS Damage Upgrade, EMS Cooldown Upgrade, EMS Duration Upgrade

Notes: Lower offensive ability when compared to the Rhino, trading for better defense via EMS.

Storm[]

Maximum stats: Firepower: 6/10 Armour: 3/10 Shield: 5/10 Speed: 4/10

Equipment: Head Tracked Laser Gatling Cannon, Microwarp Drive, EMS

Upgrades: Weapon Overheat Upgrade, Weapon Spread Upgrade

Notes: The Storm fires very high velocity bolts of energy that do good damage and have high accuracy.

Support[]

Agile ships with strong shields and weak armor, almost all support ships have a head-tracked Buff Beam that restores ally armor/shields or drains enemy shields. This is the third class unlocked.

Banshee[]

Maximum stats: Firepower: 4/10 Armour: 3/10 Shield: 5/10 Speed: 6/10

Equipment: Phaser, Head Tracked Buff beam, Spiderbots

Upgrades: Armor Upgrade, Shield Upgrade

Notes: The starting support ship uses a phaser, which has a significant degree of auto-aim and a long range. It has a charge time before it can be fired as well as an overall low rate of fire, yielding an overall low damage per second. While firing, it does continuous damage to the enemy ship. It is useful for finishing off enemy ships that only have a small amount of armor left or quickly destroying enemy drones. The buff beam can deplete enemy shields but cannot harm the armor. When used on allies, the buff beam restores armor and then shields. The buff beam can generate a significant amount of EXP when used to heal allies. Spiderbots can be deployed to counteract missile lock-on. When an enemy ship hits a cloud of spiderbots its shields are slowly depleted. When an ally enters it's shield will be partially restored. When using your own spiderbots to self-heal you must exit the cloud completely before reentering or they will not take effect on you.

Guardian[]

Maximum stats: Firepower: 5/10 Armour: 2/10 Shield: 4/10 Speed: 6/10

Equipment: Gatling Guns, Head Tracked Buff beam, Countermeasures

Upgrades: Buff Beam Range Upgrade, Buff Beam Heal Upgrade, Buff Beam Damage Upgrade

Notes: The Guardian replaces the phaser with a pair of gatling guns similar to those on the Wraith. This allows for more sustainable armor damage than the phaser is capable of. However, it is typically better to use the superior range of this ship's upgraded buff beam to strip enemy shields and heal allies from a distance rather than get close enough to effectively use the gatling guns.

Warden[]

Maximum stats: Firepower: 7/10 Armour: 2/10 Shield: 4/10 Speed: 6/10

Equipment: Pulse Cannon, Head Tracked Buff beam, Countermeasures

Upgrades: Buff Beam Damage Upgrade, Pulse Cannon Shield Damage Upgrade

Notes: This support ship specializes in stripping the shields from enemy units quickly in addition to its healing role.

Sentinel[]

Maximum stats: Firepower: 4/10 Armour: 2/10 Shield: 4/10 Speed: 6/10

Equipment: Phaser, Head Tracked Buff beam, Countermeasures

Upgrades: Buff Beam Damage Upgrade, Buff Beam Range Upgrade

Notes: The phaser combined with with long-range damage upgraded buff beam allow you to easily destroy enemy shields from a distance in addition to performing the typical healing duties.

Revenant[]

Maximum stats: Firepower: 5/10 Armour: 4/10 Shield: 2/10 Speed: 6/10

Equipment: Gatling Guns, Head Tracked Buff beam, Mines

Upgrades: Mine Cooldown Upgrade, Shield Upgrade, Mine Damage Increase

Notes: This support ship drops mines that do significant proximity damage. Up to three mines can be deployed at a given time. Area of effect damage from a triggered mine can damage yourself and allied pilots.

Siren[]

Maximum stats: Firepower: 7/10 Armour: 2/10 Shield 4/10 Speed: 6/10

Equipment: Phaser, Head Tracked Missiles, Mines

Upgrades: Missile Salvo, Hull Damage Upgrade

Notes: The first support ship that has no buff beam, the Siren features an upgraded phaser along with mines and head tracked missiles. Essentially it functions as an agile mid-range fighter.

Phantom[]

Maximum stats: Firepower: 6/10 Armour 2/10 Shield 4/10 Speed: 6/10

Equipment: Missile Pods, Head Tracked Missile Pods, EMP mines

Upgrades: Missile Salvo Upgrade, Missile Explosion Radius Upgrade

Notes: The second support craft without a buff beam, the Phantom has EMP mines, fire and forget missile pods and head tracked missile pods. Both sets of missiles reload independently, with the head tracked missiles reloading much slower than the fire and forget missiles. This is the only support ship incapable of destroying enemy drones.

Legendary[]

Non-upgradable ships without minimum-EXP restrictions for using gold bonds to transfer EXP to different ship types. The Founder Pack includes a legendary version of the Wraith.

S-33 Wraith[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 6/10

Equipment: Gatling guns, Head Tracked Missiles, ECM Countermeasures

Upgrades: N/A

Bounty[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

S4 Fighter[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 6/10

Equipment: Gatling guns, Head Tracked Missiles, ECM Countermeasures

Upgrades: N/A

MkV Fighter[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 6/10

Equipment: Gatling guns, Head Tracked Missiles, ECM Countermeasures

Upgrades: N/A

NPC[]

Templar[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

Cyclops[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

Merlin[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

Dragonfly[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

Blackbird[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

lHookbill[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

Kestrel[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

NTT Ships[]

Firbolg[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

CaldariWraith[]

Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 6/10

Equipment: Gatling guns, Head Tracked Missiles, ECM Countermeasures

Upgrades: N/A

Infected[]

Maximum stats: Unknown

Firepower: Unknown

Equipment: Unknown

Videos[]

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