Cruisers

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T1 Cruisers

Amarr

Caldari

Gallente

Minmatar

T2 Cruisers

Recon

These come in 2 categories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their electronic warfare (EW) type. Their main purpose is EW, but what they use vary from race to race.

Amarr: Drones for dps, strongly bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, Pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the Curse reach about 36km with recon 5 and best named/T2 neuts.

Minmatar: Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, Huginn, and the force recon, Rapier, except for the cloak.

Caldari: ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The Rook can fit 5 missile launchers and a full flight of light drones, the Falcon can cloak, but only get 3 guns and 2 drones.

Gallente: Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky Arazu and the Lachesis.

Heavy Assault Ships

Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and decent buffer when in a LR setup.

  • Cerberus: (Caldari) Does what a Drake can but at 4x the cost. Better at long ranges.
  • Eagle: (Caldari)
  • Muninn: (Minmatar) Great sniper HAC, can be nasty. Performs like a better tanked Rupture at close range.
  • Vagabond: (Minmatar) Nasty damage and good tackle, quick and agile, good in a gang. Will melt quickly if locked down.
  • Ishtar: (Gallente) Great tank, high damage, quite a dangerous HAC. Drone dependent, but can carry multiple flights of heavies or sentries.
  • Deimos: (Gallente) Heavy tank, decent damage but slow for a HAC.
  • Zealot: (Amarr) Overrated but versatile. Does well close range, sniper, buffer, active, but master of none.
  • Sacrilege: (Amarr) Underrated. Tanks like a beast, decent damage with HAMS. Active tank.

Heavy Interdictors

With the exception of some T3 cruiser setups, these will have better tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.

In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not receive any type of remote support, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. In return, their mass gets heavily reduced, so they can get up to speed and change direction etc extremely fast.

They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead.

The bubble can not be used in low or high sec, however, the bubble mod comes with a script.

The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs can counter it. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation.

If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. These are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik). This bug has supposedly been fixed now, but I haven't confirmed it, and you may still see it in some old videos.

Logistics

Each race do it a bit differently here, but overall, these ships are supposed to increase the survivability of the fleet in 1 way or another.

Gallente and Amarr repair armor, Caldari and Minmatar repair shields.

Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisks (Caldari) usually use either one (Logistics V) or two (Logistics IV, don't fly a logi ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots, which means they have to operate in groups of at least two ships, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer receiving the cap it needs to keep operating from its buddy.

Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that internal cap is not enough to run as many reppers as the cap transferring logistics ships can. Scimitars / Oneiros can usually run three reppers with logi 4, and four reppers with logi 5, while Basilisks / Guardians can run 4 reppers with logistics 4 and 5 reppers with logistics 5, while also keeping a stronger tank.

T3 Cruisers

Information on Tech 3 Cruisers can be found: Strategic Cruiser

Faction Cruisers

Rare/Unique Cruisers