Difference between revisions of "Scythe Fleet Issue"

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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 15/10/2019)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=29336
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| shipimg=Scythe Fleet Issue.jpg
|shipid=29336
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| shipname=Scythe Fleet Issue
|shipimg=Scythe Fleet Issue.jpg
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| class=Cruiser
|shipname=Scythe Fleet Issue
+
| grouping=Faction Cruisers
|caption=Scythe Fleet Issue
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| hulltype=Scythe Class
|class=Cruiser
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| faction=Minmatar Republic  
|grouping=Faction Cruisers
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| variations={{Ship|Scimitar}},{{Ship|Scythe}}
|hulltype=Scythe Class
+
| tech=F
|faction=Minmatar Republic
+
| powergrid=745 MW
|race=Minmatar
+
| cpu=400 tf
|roles=unspecified
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| capacitor=1,275 GJ
|variations={{Ship|Scythe}}, {{Ship|Scimitar}}
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| highs=5
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| turrets=4
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| launchers=4
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| mediums=5
|powergrid=745 MW
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| lows=5
|cpu=275 tf
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| mass=10,910,000 kg
|capacitor=1,062.5 GJ
+
| volume=89,000
|highs=6
+
| cargohold=440
|turrets=3
+
| extrahold=
|launchers=3
+
| extraholdtype=
|mediums=4
+
| dronebay=25
|lows=3
+
| bandwidth=25 Mbit/sec
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| info=The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander.
|mass=10,910,000 kg
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| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>10% bonus to Medium Projectile Turret rate of fire<br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile damage<br>
|volume=89,000 m&#179;
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| structurehp=1,950 HP
|cargohold=440 m&#179;
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| shieldhp=2,400 HP
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| shieldem=0
|dronebay=25 m&#179;
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| shieldexp=50
|bandwidth=25 Mbit/sec
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| shieldkin=40
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| shieldtherm=20
|info=The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander.
+
| armorhp=1,950 HP
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| armorem=60
|bonuses=<b>Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Assault, Heavy Assault and Heavy Missile Launcher rate of fire per level.</b>
+
| armorexp=10
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| armorkin=25
|structurehp=1,220 HP
+
| armortherm=35
|shieldhp=1,400 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| maxvelocity=280 m/sec
|armorhp=1,040 HP |armorem=60 |armorexp=10 |armorkin=25 |armortherm=35
+
| inertia=0.44
+
| warpspeed=4 AU/s
|maxvelocity=270 m/s
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| warptime=6.65 s
|inertia=0.44
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| targetrange=50.00 km
|warpspeed=3 AU/s
+
| sigradius=90 m
|warptime=6.65 s
+
| maxlockedtargets=7
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| sensortype=LADAR
|targetrange=37 km
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| sensorvalue=16 points
|sigradius=90 m
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| scanres=345 mm
|maxlockedtargets=7
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| reqskills=*{{RequiredSkill|Minmatar Cruiser|II}}
|sensortype=LADAR
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** {{RequiredSkill|Spaceship Command|II}}
|sensorvalue=13 points
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** {{RequiredSkill|Minmatar Destroyer|III}}
|scanres=345 mm
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*** {{RequiredSkill|Minmatar Frigate|III}}
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**** {{RequiredSkill|Spaceship Command|I}}
|reqskills=*Minmatar Cruiser III<small>22h 13m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Minmatar Frigate IV<small>2d 2h 17m</small>
 
|totaltraintime=3d 4h 57m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Scythe%20Fleet%20Issue Scythe Fleet Issue on Eve Online Wiki]<br>[http://www.google.com/search?sclient=psy-ab&hl=en&site=&source=hp&q=%22Scythe%20Fleet%20Issue%22+site%3Aeve.battleclinic.com Battleclinic Scythe Fleet Issue Fittings]
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
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| totaltraintime=22h 29m 40s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
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| highlights1=
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| highlights2=
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| highlights4=
 
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==Summary==
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== Summary ==
''You can write a summary for Scythe Fleet Issue here.''
 
  
==Skills==
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The '''Scythe Fleet Issue''' is, unlike its basic form, not a logistics ship. It has so-called "split bonuses", with one bonus for projectile turrets and one for missiles, and an equal number of turret and launcher highpoints, 4, in a 5-high-slot ship. This means that to extract its maximum possible DPS, a pilot must have good projectile and missile skills, or else forego one of the bonuses and use a utility high slot for something else.
''Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
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The SFI is also fast and agile, and it has a subtle but powerful advantage in its very, very small signature radius for a damage-dealing cruiser. These characteristics lend themselves to kiting tactics.
''No tagged fittings for Scythe Fleet Issue.''
 
  
==Tactics==
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== Skills ==
''No sub-article about Scythe Fleet Issue roles or piloting tactics. You can write them here.''
+
''Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or its common role(s) can be written here.''
  
==Notes==
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== Tactics ==
 +
Fast kiting is usually the name of the game with a Scythe Fleet Issue. Pilots can consider whether missiles or turrets serve their purposes best.
 +
 
 +
In some applications and fittings, it might be possible to take advantage of the tiny signature radius (for a cruiser) by fitting an afterburner or dual propulsion.
 +
 
 +
== Patch History ==
 +
{{Expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
 +
 
 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
 
 +
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
 +
}}
 +
 
 +
== Notes ==
 
''You can write additional notes for Scythe Fleet Issue here.''
 
''You can write additional notes for Scythe Fleet Issue here.''
  
{{ShipsMatrix}}
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{{ShipsMatrix|expgroup=cruisers}}
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]
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[[Category:Ship Database]]
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[[Category:Faction Cruisers]]

Latest revision as of 18:30, 4 April 2023

EVE University Database
 
Ship Database
Scythe Fleet Issue
CornerTFh.png
Scythe Fleet Issue
Minmatar Republic
Minmatar Republic
Faction Cruisers
Scythe Class
RELATED UNI-WIKI REFERENCES

The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander.

SHIP BONUSES

Minmatar Cruiser bonuses (per skill level):
10% bonus to Medium Projectile Turret rate of fire
10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile damage

Required Skills
Training Time what's this?
22h 29m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Scimitar
Scimitar.jpg
CornerT2s.png
Scimitar
Logistics Cruisers Scythe Class
Icon hi slot.png4 (1/2) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png735 MW Icon cpu.png445 tf
Icon velocity.png253 m/sec
Icon capacity.png440 m³
,Scythe
Scythe.jpg
Scythe
Standard Cruisers Scythe Class
Icon hi slot.png3 (1/2) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png345 MW Icon cpu.png285 tf
Icon velocity.png250 m/sec
Icon capacity.png475 m³

Ship Attributes

Fittings
Powergrid
powergrid
745 MW
CPU
cpu output
400 tf
Capacitor
capacitor
1,275 GJ
High
high slots
5
Launchers
launcher slots
4
Turrets
turret slots
4
Medium
medium slots
5
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
280 m/sec
Inertia Modifier
inertia modifier (agility)
0.44
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
6.65 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
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
50.00 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
16 points
Sig. Radius
signature radius
90 m
Scan Res.
scan resolution
345 mm
Structure
Structure Hitpoints
structure hitpoints
1,950 HP
Mass
ship mass
10,910,000 kg
Volume
ship volume
89,000 m³
Cargo Capacity
cargo capacity
440 m³
Armor
Armor Hitpoints
armor hitpoints
1,950 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
2,400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Scythe Fleet Issue is, unlike its basic form, not a logistics ship. It has so-called "split bonuses", with one bonus for projectile turrets and one for missiles, and an equal number of turret and launcher highpoints, 4, in a 5-high-slot ship. This means that to extract its maximum possible DPS, a pilot must have good projectile and missile skills, or else forego one of the bonuses and use a utility high slot for something else.

The SFI is also fast and agile, and it has a subtle but powerful advantage in its very, very small signature radius for a damage-dealing cruiser. These characteristics lend themselves to kiting tactics.

Skills

Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or its common role(s) can be written here.

Tactics

Fast kiting is usually the name of the game with a Scythe Fleet Issue. Pilots can consider whether missiles or turrets serve their purposes best.

In some applications and fittings, it might be possible to take advantage of the tiny signature radius (for a cruiser) by fitting an afterburner or dual propulsion.

Patch History

Notes

You can write additional notes for Scythe Fleet Issue here.