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Velocity of battlecruisers. The typical velocities range from 145 to 180. The Gnosis is slower with 135 as is the Vulture with 140. The attack battlecruisers are significantly faster.
Mass of battlecruisers. The mass ranges from 11.8 to 15.5. The Gnosis (10) and Drekavac (10.7) are lighter outliers. It's notable that the attack battlecruisers are on the heavier side which partially makes up for their higher base velocity.
Signature radius of battlecruisers. Typical values range from 240 to 305. The Ferox has an extra big sig with 325 while the attack battlecruisers all have an extra small sig.
Targeting Range of battlecruisers. Typical are values between 50 and 75. The Nighthawk and Vulture have a higher targeting range with 80 and 95 respectively. The T2 variants generally tend to have better range.
Scan resolution of battlecruisers. T1 and faction hulls have values between 195 and 230. T2 hulls between 234 and 264. The Gnosis is a big outlier with 300.

Battlecruisers are larger, slower and have more slots than cruisers, but they're smaller than battleships and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to destroyers' position between frigates and cruisers, although battlecruisers are much more versatile and widely-used than destroyers. Most battlecruisers can mount Command Bursts, modules capable of giving significant bonuses to nearby allied ships. Tech 1 battlecruisers are the least character-skill-intensive and most accessible hull with this ability.

One group of Tech 2 ships, Command Ships, are based on battlecruiser hulls. Command Ships are more durable and dangerous versions of their Tech 1 base hulls, with space for more Command Bursts and bonuses to either the strength or the range of their bursts.

Tech 1 Battlecruisers

Each of the four main factions has two "combat battlecruisers", which mount medium weapons and one Command Burst, and one "attack battlecruiser", which mounts the large weapons otherwise found only on battleships, but has a relatively fragile tank.

Combat Battlecruisers

In PvP combat battlecruisers represent a good balance between DPS, tanking, agility, speed and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PvP combat. Combat Battlecruisers use the same medium-size weapons as Cruisers, but they gain 25% increased range to these weapons.

In PvE battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat; the Caldari Drake can mount an absolutely exceptional passive shield tank.

Combat battlecruisers also have the ability to fit a single Command Burst, which can give extra bonuses to your fleet.

  • AmarrHarbinger: High DPS, solid armor. Can be fast when it isn't loaded down with armor plates. Very cap-dependant, since it uses lasers.
  • AmarrProphecy: Can tank better than some battleships. Usually bait. Low DPS.
  • CaldariFerox: Hybrid turret gunboat. Very long range with railguns, but somewhat limited damage. Popular for larger fleets because it is very durable for its price, can switch between targets quickly, and can out-range most other ships.
  • CaldariDrake: Amazing passive shield tank for PvE combat, however Kinetic-locked and low DPS with Heavy missiles. Alternatively, good close-range DPS and still solid tank when fitted with Heavy Assault Missiles. Often bait.
  • GallenteBrutix: Blaster gunboat, high point-blank DPS, very commonly Hull tanked and used as bait. Sometimes alternatively fit with a shield buffer tank, railguns, and Nanofibers, for speed and skirmishing.
  • GallenteMyrmidon: Versatile drone boat. Usually mounts an active armor tank. Can also mount a passive shield tank.
  • MinmatarCyclone: Respectable missile DPS, bonuses for active shield tanking, but somewhat fragile.
  • MinmatarHurricane: High projectile DPS and high speed. Viable with autocannons, popular with artillery. Can mount an active armor tank, buffer armor or shield tanks, or even a passive shield tank.
  • Triglavian CollectiveDrekavac: Heavily armored, and if given time can ramp up to exceed battleships in DPS. Three utility high slots for neutralizers, nosferatus, smartbombs, or even remote armor repairers.
  • Society of Conscious ThoughtGnosis: A "Limited Edition" Jovian / SOCT ship, given for free to pilots on every year's anniversary of the game's launch. Requires no skills to fly, has bonuses to all forms of weapons, aligns quickly, fields a very large cargo bay, and can be equally well Shielded or Armored. Very much a jack of all trades. However, it has fewer turrets and shorter range than other battlecruisers, and does not benefit from any ship skill training, meaning that while it is an excellent ship for newer pilots, it will be out-performed by other ships with better training.
  • Angel CartelKhizriel: The speed and formidable firepower of the Khizriel is enhanced by top-of-the-line shield and armor systems protecting an unusually agile battlecruiser. The Khizriel's ability to strike from surprise, destroy its targets, and rapidly evade reprisals may be unmatched among pirate vessels, and is clearly intended to be a serious thorn in the side of empire border patrols and CONCORD security forces.
  • GuristasAlligator: With the ability to field a full rack of launchers, a flight of upgraded medium combat drones, and formidable defensive shields, the Alligator meets the Guristas need for an assault ship capable of taking on empire patrols and supporting raids against more targets across New Eden.

Attack Battlecruisers

Each empire has one battlecruiser designed for mounting battleship-sized (i.e. large) weapons (as opposed to the medium-sized weapons normally mounted by battlecruisers). With damage bonuses and full racks of 8 guns, these ships can potentially deal even more damage than some battleships, at the cost of having weaker defenses than most cruisers. As a result of an old naming convention, these ships are sometimes referred to as "tier 3 battlecruisers" (not to be confused with Tech 3 Destroyers and Cruisers).

  • AmarrOracle: Battleship-sized laser platform. Commonly used as either a sniper, or a structure bashing ship. Slower than other attack BCs, but ironically also the best in nanogang combat.
  • CaldariNaga: Ultra-long-range railgun platform. Generally sacrifices all conventional defenses to potentially reach 300km range. Easiest battlecruiser to fit for sniper combat.
  • GallenteTalos: Battleship-grade blasters on cruiser-grade armor. Risky to use in close range, but extremely high damage.
  • MinmatarTornado: Despite its bonuses promoting the use of autocannons, almost exclusively used with 1400mm artillery. Extremely popular suicide ganking ship due to extremely high alpha damage at a relatively low price.

Empire Faction Battlecruisers

Each empire has two faction battlecruisers based on combat battlecruisers. Empire faction battlecruisers can be obtained through LP stores. Their base HP is 50% more than their corresponding T1 hull. Many other values (like speed and fitting space) are usually also increase.

  • AmarrHarbinger Navy Issue - Even more cap-dependent than the regular Harbinger, but with improved tracking and an extra Mid slot to compensate.
  • AmarrProphecy Navy Issue- Loses the resist bonus for a bonus to armor hitpoints and tacks on bonuses to energy turret range, falloff, and damage. Also gains an additional High launcher slot.
  • CaldariDrake Navy Issue - Much more offensive variant to the Drake. Sacrifices shield resistance for greatly improved damage, application, and no Kinetic lock. Also gains an additional High launcher slot. Weaker in PVE but popular in wormhole brawling.
  • CaldariFerox Navy Issue- A blaster brawler as opposed to its sniping base hull, trading additional damage and tracking speed for the range bonus of the Ferox. Gains a mid slot and bonuses to shield booster activation and fitting costs to shrug off up to 200dps before resists.
  • GallenteBrutix Navy Issue - Loses the bonus to local armor repairers but becomes much more capable of fitting a solid buffer. Very commonly hull tanked, and used as extremely durable and high-DPS bait.
  • GallenteMyrmidon Navy Issue- The base Myrmidon with extra bonuses to hybrid turrets and stasis webification drones. Loses a turret hardpoint but gains an additional High slot, for two utility Highs.
  • MinmatarHurricane Fleet Issue - The original Hurricane, before being reclassified after CONCORD declared it to be far too effective. Improved fitting, tracking, and alpha damage cement its place as a fast-moving heavy artillery platform. Gains a High slot, better filling out the Hurricane's mix of turret and launcher hardpoints.
  • MinmatarCyclone Fleet Issue- An extra high slot and launcher hardpoint, a bigger damage bonus, and trades the shield boosting bonus for a sig radius bonus. Designed to kite with long range missiles, using low sig radius and high speed to avoid damage.

Tech 2 Battlecruisers: Command Ships

Command ships are battlecruisers with exceptional tank, stronger DPS, and a significant bonus to the effectiveness of Command Burst modules. They are very SP-intensive ships, requiring Fleet Support skills, but unlike some Tech 2 ship lines which are radically different to their base hulls, Command Ships mostly function as more powerful versions of their Tech 1 predecessors. Their combination of high durability and damage potential in relatively agile hulls, and their capacity to deliver significant bonuses, make them popular for small, well-resourced fleets.

Command Ships can operate 2 Command Burst modules simultaneously, can be rigged to operate up to 4 bursts, and provide the most powerful command bursts of any ships (outside of mining). Each command ship's strength bonus applies to two, racially determined, burst types.

Attack Command Ships

Attack command ships are specialized towards high damage and strong command bursts. They lose the innate 50% command burst range bonus from T1 Battlecruisers, but in exchange feature a 4%/level strength bonus. They also have two ship bonuses that improve DPS.

  • AmarrAbsolution: Very high DPS, and omni-resistant armor. Armor and Information Command.
  • CaldariNighthawk: Ridiculously rapid fire kinetic heavy and heavy assault missiles, and also very durable thanks to a shield resistance bonus. Shield and Information.
  • GallenteAstarte: A Brutix but with actual armor. Superior blaster damage, and can survive on the front lines. Armor and Skirmish.
  • MinmatarSleipnir: The final word in medium artillery platforms, or a nigh-invulnerable local tanked autocannon gunship. High speed, omni-resistant shields, and high alpha. Shield and Skirmish.

Fleet Command Ships

Fleet command ships are specialized towards survivability and powerful long range bursts. They feature a 100% command burst range bonus, and a 3%/level strength bonus. They all have a resistance bonus that improves survivability, and the Damnnation and Vulture further have bonuses that increase their armor and shield HP, respectively.

  • AmarrDamnation: Extremely durable due to its resist and armor HP bonus, though it suffers from low damage. Armor and Information.
  • CaldariVulture: Ideal command ship for railgun-based battles due to range and natural resistance, and very thick shields. Shield and Information.
  • GallenteEos: Drone carrier. Commonly used as a fleet command ship in PvE fleets. Armor and Skirmish.
  • MinmatarClaymore: Less durable than the Vulture, but useful in missile fleets or when Skirmish links are needed. High rate of fire, but less respected than the Nighthawk. Shield and Skirmish.