Difference between revisions of "Crucifier"

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(As of Dec. 2015 missile disruptors exist. This edit was made to include them, since this ship has bonuses for them)
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==Notes==
 
==Notes==
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
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''You can add notes here.''
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
[[Category:WikiContest]]
 

Revision as of 11:21, 6 June 2016

EVE University Database
 
Ship Database
Crucifier
Crucifier
Amarr Empire
Amarr Empire
Standard Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES

Development
The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Weapon Disruptor optimal range

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crucifier Navy Issue
Crucifier Navy Issue.jpg
CornerTFs.png
Crucifier Navy Issue
Faction Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png42 MW Icon cpu.png160 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³
, Sentinel
Sentinel.jpg
CornerT2s.png
Sentinel
Electronic Attack Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png195 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
27 MW
CPU
cpu output
235 tf
Capacitor
capacitor
330 GJ
High
high slots
2
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
350 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
45 m³
Drone Bandwidth
drone bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
14 points
Sig. Radius
signature radius
38 m
Scan Res.
scan resolution
540 mm
Structure
Structure Hitpoints
structure hitpoints
350 HP
Mass
ship mass
1,064,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
265 m³
Armor
Armor Hitpoints
armor hitpoints
400 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
250 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Crucifier is the Amarr standard EWAR frigate, with bonuses to weapon disruption effectiveness. There are two kinds of weapon disruptors. Like the Vigil and target painters, the stacking penalties of weapon disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of weapon disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.

Tracking disruptors make enemy turrets less effective by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.

Missile disruptors make enemy missile launchers less effective by reducing missile velocity, flight time, and explosion velocity while increasing explosion radius. You can load scripts into them, giving them twice the effectiveness against either range (missile velocity and flight time) or precision (explosion velocity and explosion radius) while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are useless against turret and drone damage.

Skills

Acceleration Control II
Afterburner III
Amarr Frigate III
Capacitor Management III
Capacitor Systems Operation III
Combat Drone Operation III
Controlled Bursts III
Drones III
Electronics Upgrades I
Electronic Warfare III
Evasive Maneuvering II
Frequency Modulation III
Fuel Conservation III
Gunnery III
Hull Upgrades III
Long Distance Jamming III
Long Range Targeting III
Mechanics III
Motion Prediction III
Navigation III
Rapid Firing III
Scout Drone Operation III
Sharpshooter III
Signature Analysis III
Small Energy Turret III
Target Management III
Weapon Disruption III
Warp Drive Operation III

Fitting

For more info on fittings, please click here

Tactics

Optimal is >110k even with low skills.

Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).

Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.

Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.

Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.


Notes

You can add notes here.