Difference between revisions of "Caldari Ships"
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''The Caldari State is ruled by several mega-corporations, there is no central government to speak off, all territories within the state are owned and ruled by a corporation. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyality to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.'' | ''The Caldari State is ruled by several mega-corporations, there is no central government to speak off, all territories within the state are owned and ruled by a corporation. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyality to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.'' | ||
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'''Notes:''' | '''Notes:''' | ||
− | Currently the EM rigs are no more then 1.5 mill ISK each as of June 2008. This will bring your shield resists to 40% plus across the ranges. This is a good safety net but | + | Currently the EM rigs are no more then 1.5 mill ISK each as of June 2008. This will bring your shield resists to 40% plus across the ranges. This is a good safety net but DON'T get targeted and shot at in this ship, as it is designed for stealth and quick strikes only. Its tank is paper thin. If you can afford expensive rigs, then get some that will increase you volley damage by increasing explosion velocity, warhead yield, reducing explosion radius etc. (A "volley" is a full set of shots from your offensive weapons. In this instance it would be 3 cruise missiles.) |
With Caldari Navy Wrath Cruise Missiles I can currently get a volley damage of 2180hp from just 3 cruise missiles, with a dps of 195hp. Ensure you use kinetic damage cruise missiles only, so you to take advantage of the ships bonuses to damage. | With Caldari Navy Wrath Cruise Missiles I can currently get a volley damage of 2180hp from just 3 cruise missiles, with a dps of 195hp. Ensure you use kinetic damage cruise missiles only, so you to take advantage of the ships bonuses to damage. | ||
− | '''Tactics''' | + | '''Tactics:''' |
The idea of this ship is to sneak into range of a target cloaked, then decloak and kill it before it has time to escape or inflict any damage on you. With the above setup I can insta-pop all T1 frigates, most cruisers (sometimes requires up to 3 volleys depending on tank) and industrials (sometimes requires up to 3 volleys depending on tank). Be warned MWD ships will catch you easily and also escape your cruise missiles explosion radius and maybe even the missile itself. | The idea of this ship is to sneak into range of a target cloaked, then decloak and kill it before it has time to escape or inflict any damage on you. With the above setup I can insta-pop all T1 frigates, most cruisers (sometimes requires up to 3 volleys depending on tank) and industrials (sometimes requires up to 3 volleys depending on tank). Be warned MWD ships will catch you easily and also escape your cruise missiles explosion radius and maybe even the missile itself. | ||
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With a small squadron of manticores, the initial damage potential is huge and you could pop many bigger targets with 1 or few volleys depending on group size. | With a small squadron of manticores, the initial damage potential is huge and you could pop many bigger targets with 1 or few volleys depending on group size. | ||
− | Frigate and Cruiser killing - | + | ''Frigate and Cruiser killing'': - |
For easy targets such as frigates I like to cloak in to about 40km away (This distance is governed by the optimal range of your target painter), and then decloak. I activate my 2 sensor boosters loaded with scan resolution scripts (this speeds up targeting time). Then activate the target painter, remote sensor dampener loaded with scan resolution dampening script, (This increases the targets time to lock onto you.) Then activate the 3 cruise missile launchers. With practice all this should only take a few seconds tops... Everything should be active just as the target has finished being locked. | For easy targets such as frigates I like to cloak in to about 40km away (This distance is governed by the optimal range of your target painter), and then decloak. I activate my 2 sensor boosters loaded with scan resolution scripts (this speeds up targeting time). Then activate the target painter, remote sensor dampener loaded with scan resolution dampening script, (This increases the targets time to lock onto you.) Then activate the 3 cruise missile launchers. With practice all this should only take a few seconds tops... Everything should be active just as the target has finished being locked. | ||
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If the target manages to stay alive long enough to lock you, deactivate the remote sensor dampener and change the scan resolution dampening script for a targeting range dampening script and re-activate the module. This will reduce the targets locking range giving you an extra safety buffer while the target is finished or for you to escape. | If the target manages to stay alive long enough to lock you, deactivate the remote sensor dampener and change the scan resolution dampening script for a targeting range dampening script and re-activate the module. This will reduce the targets locking range giving you an extra safety buffer while the target is finished or for you to escape. | ||
− | Sniping - | + | ''Sniping'': - |
Sniping (killing from a long distance away like a sniper), is the safest way to kill targets but also reduces likelyhood of success due to the long distance the cruise missiles have to travel. Load your sensor boosters with 2 targeting range boosters or 1 range and 1 scan resolution booster. Cloak into a position close to your maximum range (this is dependent on your sensor boosters and cruise missile range. Testing with corp mates will establish your maximum range). Then Decloak, activate your modules and then your missile launchers. The target will not be able to lock onto you due to the long range you will be sitting at. If the target is not dying and is closing on you cloak back up and move in a random direction away from the target. Remember cloaking is your best form of defense. | Sniping (killing from a long distance away like a sniper), is the safest way to kill targets but also reduces likelyhood of success due to the long distance the cruise missiles have to travel. Load your sensor boosters with 2 targeting range boosters or 1 range and 1 scan resolution booster. Cloak into a position close to your maximum range (this is dependent on your sensor boosters and cruise missile range. Testing with corp mates will establish your maximum range). Then Decloak, activate your modules and then your missile launchers. The target will not be able to lock onto you due to the long range you will be sitting at. If the target is not dying and is closing on you cloak back up and move in a random direction away from the target. Remember cloaking is your best form of defense. | ||
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'''Notes:''' | '''Notes:''' | ||
− | With my current skills I get an effective HP of 101,352 when I put this fit into Eve Fitting Tool. To make the Drake into a small gang or solo PvPer swap out the Heat Dissipation Amplifier II and Magnetic Scattering | + | With my current skills I get an effective HP of 101,352 when I put this fit into Eve Fitting Tool. To make the Drake into a small gang or solo PvPer swap out the Heat Dissipation Amplifier II and Magnetic Scattering Amplifier II for a webber and 24km war scrambler. The drake is not a very good solo ship unless you pick you fights carefully... so I like to fit an Improved Cloaking Device II in the spare high slot to give me an escape or way of picking my fights when solo. This may require a CPU upgrade in one of the lows to allow the cloak to be fitted. This solo/small gang setup gives me around 79,000 effective HP with my skills. |
Although this is a T2 setup you should be able to swap out everything for named modules if you're lacking the skills. You also may find it hard to fit 7 launchers without the Weapons Upgrade skill trained up. Remember to use faction ammo to give you the extra egde in PvP. | Although this is a T2 setup you should be able to swap out everything for named modules if you're lacking the skills. You also may find it hard to fit 7 launchers without the Weapons Upgrade skill trained up. Remember to use faction ammo to give you the extra egde in PvP. | ||
− | Swap out the Heavy Missile Launchers for Heavy | + | Swap out the Heavy Missile Launchers for Heavy Assault Missiles if you're gonna be doing short range combat like gate camps etc. Doesn't have the initial volley punch of the Heavy Missile Launcher but it has better DPS overall. |
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'''PvE missile spammer''' | '''PvE missile spammer''' | ||
− | *'''Highs:''' Heavy missiles / | + | *'''Highs:''' Heavy missiles / Assault missiles for pesky frigs sometimes |
*'''Meds:''' 3x Large Shield Extender II; 2x Specific Hardeners (T2); 10mn AB | *'''Meds:''' 3x Large Shield Extender II; 2x Specific Hardeners (T2); 10mn AB | ||
*'''Lows:''' Shield rechargers and BCUs | *'''Lows:''' Shield rechargers and BCUs | ||
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'''PvE missile spammer''' | '''PvE missile spammer''' | ||
− | *'''H:''' Heavy missiles / | + | *'''H:''' Heavy missiles / Assault missiles for pesky frigs sometimes |
*'''M:''' 3x Large Shield Extender II; 2x Specific Hardeners (T2) | *'''M:''' 3x Large Shield Extender II; 2x Specific Hardeners (T2) | ||
*'''L:''' Shield rechargers and BCUs | *'''L:''' Shield rechargers and BCUs |
Latest revision as of 04:05, 26 April 2009
The Caldari State is ruled by several mega-corporations, there is no central government to speak off, all territories within the state are owned and ruled by a corporation. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyality to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.
By far the most popular race but for a long time they were limited to missile spamming only due to the lack of a railgun capable battleship. Enter the Rokh, the sniper ship of choice and rapidly becoming the fleet combat bs in Eve. What is it with the birds?
Contents
Frigates
Bantam
Awaiting Ship Setup Data
Condor
Awaiting Ship Setup Data
Griffin
Awaiting Ship Setup Data
Heron
Awaiting Ship Setup Data
Kestrel
A great fun and easy to fit frigate that can punch above its weight in gangs.
Basic Kessy: 4 Std Msl, shield booster, EW/Tgt Painter/Webbers, 2 nanos
Kessy Inty Pwner: 4 Rkts, 2 web, 1 scram, 1 MAPC, 1 400mm plate
Merlin
Awaiting Ship Setup Data
Interceptors (Inty's)
Crow
PvP Solo/Small Gang
- Highs: 3x Standard Missile Launcher II (Optional 125/150 rail)
- Meds: 20k Warp Scrambler, 1MN Microwarpdrive II, Cap Recharge Mod
- Lows: Micro Auxillery Powercore, Cap Recharge Mod, Inertial Stabiliser
Admittedly I (Fear) have very little experience using this ship in anger, however the secret is to stay outside of web range (10-12km usually), orbit at 15km with the MWD on all the time and watch your cap. If you can orbit them at 4,500km/s very little will hit you. Faction / Officer scramblers are preferred because they use significantly less cap. Best named Inertial Stabiliser makes loads of difference also. If you can stretch to it a Gitsi A-type MWD and a True Sancha Scrambler.
Do not engage drone boats or where T2 drones are used. Do not engage destroyers or dictors.
PvP Warp Scrammer
Author: SAS Kinghtwing
- Highs: Arbalest Standard Missile Launcher x3, 75mm Gatling Rail II (Always unsure what to fit in the last high slot. Just fit biggest rail you can.)
- Meds: Cap Recharger II, Warp Disruptor II, 1MN Microwarpdrive II
- Lows: Nanofiber Internal Structure II, Overdrive Injector System II x2
- Rigs: Polycarbon Engine Housing x2 (VERY Expensive to lose in PvP. If you have a trustworthy fleet or big pockets then well worth it!)
Notes:
This is an extremely fast AND extremely expensive Crow setup. What speed you'll get out of it will depend on your skill levels and Fleet Boosts. To make it more affordable I replace the Polycarbon Rigs to a Dynamic Fuel Valve and a Capacitor Control Circuit.
Set orbit distance at 16km and fire away. Never get closer then 14km to a target otherwise you risk being webbed. Remember your speed is what will keep you alive. Stay away from T2 drone boats, other speed freaks like Vagabonds, other Intys and definately stay away from the Inty killers like the Huginn and Rapier! These Inty killers have huge bonuses to their webbing ranges, so the 14km rule goes out the window.
Raptor
Awaiting Ship Setup Data
Notes
The Raptor is not worth the investment at present (May 2008) until it gets a much needed boost in a specific area from future patches. At present it has little or no advantages over the Crow and doesn't seem to have a good enough specific role that the Crow can't fill.
Assault Frigates
Harpy
Awaiting Ship Setup Data
Hawk
Awaiting Ship Setup Data
Covert Ops
Buzzard
Covops cloak, recon launcher, nanos in the lows and whatever you can fit in the mids (ship scanner, cargo scanner, roid scanner are all ideas)
Manticore
Ghost Insta-popper
Author: SAS Kinghtwing
- Highs: Arbalest Cruise Missile Launcher I x3, Improved Cloaking Device II, (Offline Salvager I in spare high)
- Meds: Sensor Booster II x2, Low Frequency Sensor Suppressor I
- Lows: Ballistic Control System II x2
- Rigs: Anti-EM Screen Reinforcer I x2 (These are really cheap rigs and are well worth the investment!)
Notes:
Currently the EM rigs are no more then 1.5 mill ISK each as of June 2008. This will bring your shield resists to 40% plus across the ranges. This is a good safety net but DON'T get targeted and shot at in this ship, as it is designed for stealth and quick strikes only. Its tank is paper thin. If you can afford expensive rigs, then get some that will increase you volley damage by increasing explosion velocity, warhead yield, reducing explosion radius etc. (A "volley" is a full set of shots from your offensive weapons. In this instance it would be 3 cruise missiles.)
With Caldari Navy Wrath Cruise Missiles I can currently get a volley damage of 2180hp from just 3 cruise missiles, with a dps of 195hp. Ensure you use kinetic damage cruise missiles only, so you to take advantage of the ships bonuses to damage.
Tactics:
The idea of this ship is to sneak into range of a target cloaked, then decloak and kill it before it has time to escape or inflict any damage on you. With the above setup I can insta-pop all T1 frigates, most cruisers (sometimes requires up to 3 volleys depending on tank) and industrials (sometimes requires up to 3 volleys depending on tank). Be warned MWD ships will catch you easily and also escape your cruise missiles explosion radius and maybe even the missile itself.
With a small squadron of manticores, the initial damage potential is huge and you could pop many bigger targets with 1 or few volleys depending on group size.
Frigate and Cruiser killing: -
For easy targets such as frigates I like to cloak in to about 40km away (This distance is governed by the optimal range of your target painter), and then decloak. I activate my 2 sensor boosters loaded with scan resolution scripts (this speeds up targeting time). Then activate the target painter, remote sensor dampener loaded with scan resolution dampening script, (This increases the targets time to lock onto you.) Then activate the 3 cruise missile launchers. With practice all this should only take a few seconds tops... Everything should be active just as the target has finished being locked.
If the target manages to stay alive long enough to lock you, deactivate the remote sensor dampener and change the scan resolution dampening script for a targeting range dampening script and re-activate the module. This will reduce the targets locking range giving you an extra safety buffer while the target is finished or for you to escape.
Sniping: -
Sniping (killing from a long distance away like a sniper), is the safest way to kill targets but also reduces likelyhood of success due to the long distance the cruise missiles have to travel. Load your sensor boosters with 2 targeting range boosters or 1 range and 1 scan resolution booster. Cloak into a position close to your maximum range (this is dependent on your sensor boosters and cruise missile range. Testing with corp mates will establish your maximum range). Then Decloak, activate your modules and then your missile launchers. The target will not be able to lock onto you due to the long range you will be sitting at. If the target is not dying and is closing on you cloak back up and move in a random direction away from the target. Remember cloaking is your best form of defense.
Submarine
Stealth bombers are the submarines of Eve. Creeping around cloaked and popping up unexpectedly to launch cruise missile death on unsuspecting foes. Like subs tho, they tend to crumple as soon as someone looks at them.
H: Improved Cloaking Device T2, 3 Cruise Launcher T2 M: 2 Sensor Booster T2, 2 Remote Sensor Damp T2 L: Nanos
Destroyers
Cormorant
Awaiting Ship Setup Data
Interdictors (Dictors)
Flycatcher
Awaiting Ship Setup Data
Heavy Interdictors (HICs)
Onyx
PvP Bubble Blower
Author: SAS Kinghtwing
- Highs: Heavy Assualt Missile Launcher II x5, Warp Disruption Field Generator I
- Meds: Large Shield Extender II x2, Invulnerability Field II x2, Photon Scattering Field II, Best Webber you can fit
- Lows: Power Diagnostic System II x2, Ballistic Control System II x2
- Rigs: Core Defence Field Extender x2 (Expensive to lose in PvP. If you have a trustworthy fleet or big pockets then well worth it!)
Notes:
With my current skills I get an effective HP of 92,282 and Shield Resists of 80% plus and my capacitor has a power drain the same as its recharge rate so will perma run if not being nos'd or neuted. This ship is an awesome tank but be warned that it will be made primary very quickly in a fleet on fleet fight, so expect to be podding it home. Probably best to pick fights where you can defeat their damage dealers quickly so the shi will survive.
A trick used to try and overcome being primaried is to fit an Improved Cloaking Device II in one of the launcher slots and put the bubble up and activate the cloaking device straight afterwards. The Bubble will only last for one cycle but the result is a cloaked Onyx and a Warp Scrambling Bubble that will last for 30 seconds. Enough time for tacklers to warp in and do their work. Once the fleet is in, uncloak and maintain the bubble and fire away. Recommend this technique is practised before used in anger.
Cruisers
Blackbird
Author; Hehulk
Fit Type; Small Gang Work
Notes; If your cap and EW skills arn't up to scratch, yuor going to strugle for cap with racial jammers, and multi specs eat your cap alive. With EW 4 though, and the cap skills at 4 should be ok. Named jammers help alot, as they eat less cap. t2 isn't worth it as it has the same jamming strenght as best named for alot more cap and more CPU.
Set-up;
Highs; 3 X Heavy Missile Launcher I, 1 X Medium Noseratu I
Mids; 1 X Sensor Booster I, 5 X Racial ECM Jammers
Lows; 2 X Signal Distortion Amplifier Or 2 X Cap Power Relays Or 1 X Signal Distortion Amplifier and 1X Cap Power Relay
Caracal
Everyone's favourite budget PvP ship. Easy to fit, very versatile and cheap as chips. You can experiment with Assaults, Hvy Assault or Heavies in the highs, tank, tackle or EW in the mids and still leave room in the lows for whatever you want.
Caracal Anti Frig: Std Asslt Launchers, Med Nos, 10MN Ab, web, scram, cap recharger/second web, BCU, 800mm plate
Caracal Fleet: Hvy Msls, 10MN Ab, EW, Sensor booster, 2 BCUs
Moa
Awaiting Ship Setup Data
Osprey
This ship specialises in remote shield transfer. It comes into its own once a POS has left reinforced mode and needs a very fast shield boost. Very rarely seen outside of this role.
Heavy Assault Ships (HACs)
Cerberus
Awaiting Ship Setup Data
Eagle
Awaiting Ship Setup Data
Recon Ships
Falcon
PvP Fleet ECM/Scout/Prober
Author: SAS Kinghtwing
- Highs: Heavy Missiles Launcher II x2,
- Meds: Fit 5 Tech II ECM modules of your choosing (See notes), Sensor Booster II, 10MN Microwarpdrive II
- Lows: Gravimetric Backup Array II, Signal Distortion Amplifier II, Co-Processor II
- Rigs: Particle Dispersion Augmentor, Particle Dispersion Projector (Expensive to lose in PvP. If you have a trustworthy fleet or big pockets then well worth it!)
Notes:
ECM Types
- ECM - Multispectral for jamming all types of ships but with less effectiveness then race specific jammers (Bronze/Baige module colour)
- ECM - Magnetometric for jamming Galente ships (Light blue/torqoise module colour)
- ECM - Ladar for jamming Minimtar ships (Red module colour)
- ECM - White noise for amming Amarr ships (Gold module colour)
- ECM - Gravimetric for jamming Caldari ships (Dark blue module colour)
The problems you're gonna have with this ship is CPU space. You're gonna have to really train up the skills that reduce CPU usage and the ship specific skill which has CPU bonuses. Change any T2 modules for best named modules you can afford if you can't use T2.
This ship has virtually no DPS but is an awesome Fleet support vessel. It can fly point reacon, ECM jam and probe all in one fitting or in more specialised individual fits. It does enjoy being primary target so be ready to warp out or cloak if you feel someome is heading your way. Ensure you are always at the farthest distance you can be from targets before decloaking. Use the distance your ECM modules will operate at as a rule of thumb. ECM is your friend and your only form of defence as the ship is not designed to be attacked. The Heavy Missile Launchers will be your last line of defence in big fights. If you a single ship as a target then feel free to get in missile range before decloaking as the ECM is so effective targets are generally comfortably locked down. Be careful of sensor boosted ships and larger ships with natural anti-ECM signal strengths.
ECM Boat
A glorified covops frig with plenty of room for toys but does no damage. None at all. Primary weapon is the ECM and stealth. Use best name ECM rather than T2
H: Covops Cloak T2, Probe Launcher, 2 HAM T2 or Cyno Gen M: 4 Racial and 1 Multi ECM, Sensor Booster T2, Gravimetric ECCM T2 L: Co-Proc, Sig Distortion Amp T2, Nano
Rook
Can you say Primary? Since the ECM nerf in Revelations, this combat recon has come into its own as the strongest EW ship. At the price you're better off using a Blackbird or Scorpion for fleetwork but it's still good for small gangs. Some people like to stick a cloak on but since it can't do covops I don't see the point.
H: 5 Heavy or Hvy Asslt Missile T2, 1 Nos if you can fit it M: 4 Racial and 1 Multi ECM, Sensor Booster T2, Gravimetric ECCM T2 L: 2 BCU T2
Logistics Ships
Basilisk
Awaiting Ship Setup Data
Battlecruisers
Drake
PvP Fleet Tank
Author: SAS Kinghtwing
- Highs: Heavy Missiles Launcher II x7, whatever else you can fit in the spare slot
- Meds: Large Shield Extender II x2, Invulnerability Field II x2, Heat Dissipation Amplifier II, Magnetic Scattering Aplifier II
- Lows: Power Diagnostic System II x2, Ballistic Control System II x2
- Rigs: Core Defence Field Extender x3 (Expensive to lose in PvP. If you have a trustworthy fleet or big pockets then well worth it!)
Notes:
With my current skills I get an effective HP of 101,352 when I put this fit into Eve Fitting Tool. To make the Drake into a small gang or solo PvPer swap out the Heat Dissipation Amplifier II and Magnetic Scattering Amplifier II for a webber and 24km war scrambler. The drake is not a very good solo ship unless you pick you fights carefully... so I like to fit an Improved Cloaking Device II in the spare high slot to give me an escape or way of picking my fights when solo. This may require a CPU upgrade in one of the lows to allow the cloak to be fitted. This solo/small gang setup gives me around 79,000 effective HP with my skills.
Although this is a T2 setup you should be able to swap out everything for named modules if you're lacking the skills. You also may find it hard to fit 7 launchers without the Weapons Upgrade skill trained up. Remember to use faction ammo to give you the extra egde in PvP.
Swap out the Heavy Missile Launchers for Heavy Assault Missiles if you're gonna be doing short range combat like gate camps etc. Doesn't have the initial volley punch of the Heavy Missile Launcher but it has better DPS overall.
PvE missile spammer
- Highs: Heavy missiles / Assault missiles for pesky frigs sometimes
- Meds: 3x Large Shield Extender II; 2x Specific Hardeners (T2); 10mn AB
- Lows: Shield rechargers and BCUs
This is very much like the Ferox, only better. More missile hard points, missile bonuses and more fitting slots. The extra mid slot allows an AB which can make PvE so much more pleasant. The one remaining high slot can be used for tractor beam / salvager / med nos.
Ferox
PvE missile spammer
- H: Heavy missiles / Assault missiles for pesky frigs sometimes
- M: 3x Large Shield Extender II; 2x Specific Hardeners (T2)
- L: Shield rechargers and BCUs
This will happily do Lvl 3 missions. The secret is to keep it out of range as best as you can and the shield tank is something like 12k which takes a lot of fire to eat through.
Command Ships
Nighthawk
Author: Friznit
Use: Command Ship Goodness
Notes: 70%+ resists, insane recharge rate, and pretty good dps if you have command ships skilled up properly. To fit a gang link in the spare high I've had to free up room for 1 RCU and 1 PDS. I'm loving passive tanks, they rock.
The Bringing it version:
- H: 7x heavies, Med Nos (or whatever)
- M: 2x LSE, 1x Shield Recharger, 1x Invuln, 1x Pith A-Type Mag Scatt Amp
- L: 3x BCS, 2x SPR
- Rigs: 3x Core Defence Purgers
Vulture
Awaiting Ship Setup Data
Battleships
Raven
Awaiting Ship Setup Data
Rokh
Awaiting Ship Setup Data
Scorpion
Awaiting Ship Setup Data
Carriers
Chimera
Awaiting Ship Setup Data
Wyvern
Awaiting Ship Setup Data
Dreadnoughts
Phoenix
Awaiting Ship Setup Data