Caracal

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Caracal
Caracal
Caldari State
Caldari State
ECM PRIORITY
LOW
Gravimetric
what's this?

LOW Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Standard Cruisers
Caracal Class
EXTERNAL LINKS

Contents

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.

SHIP BONUSES

Caldari Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Cerberus
CornerT2s.png
Cerberus
Cerberus
Heavy Assault CruisersCaracal Class
high slots6
(6/0)
middle slots5
low slots4
powergrid800 MW
cpu output520 tf
max. velocity220 m/sec
cargo capacity650 m³
,
Caracal Navy Issue
CornerTFs.png
Caracal Navy Issue
Caracal Navy Issue
Faction CruisersCaracal Class
high slots6
(6/0)
middle slots5
low slots4
powergrid715 MW
cpu output465 tf
max. velocity210 m/sec
cargo capacity450 m³

Ship Attributes

Fittings
Powergrid
powergrid
630 MW
CPU
cpu output
430 tf
Capacitor
capacitor
1,250 GJ
High
high slots
5
Launchers
launcher slots
5
Turrets
turret slots
0
Medium
middle slots
5
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
230 m/sec
Inertia Modifier
inertia modifier (agility)
0.47
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
7.76 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
10 m³
Drone Bandwith
drone bandwith
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
57.50 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
16 points
Sig. Radius
ship signature radius
125 m
Scan Res.
scan resolution
270 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
11,910,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
450 m³
Shields
Shield Capacity
shields
1,700 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
1,200 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
45
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
10

Subscript text


Summary

The Caracal is an excellent choice for a level 2 mission runner because of its ability to take on frigate packs. It can be either active or passive shield tanked. In fleets its main role is either going to be simple DD, or anti frigate, depending on how you fit it out.

With the changes to Heavy Assault Missiles (HAM) and Cruisers, the Caracal is a great solo/small gang kiting ship.

Skills

Fittings

For more info on fittings, please go here

Tactics

PvE

  • Kite any rats! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates, then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use an afterburner to stay out of the rats' effective range but inside your missile's optimal. Train your missile skills to increase optimal.

PvP solo

  • The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks, it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically, you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.
  • Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.

PvP fleet (Large)

  • If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones (if necessary). If you intend to target enemy interceptors, you will require more levels of Caldari Cruiser and/or Missile Projection, as the base speed of light missiles is too low for them to catch up with an interceptor. Both of those skills increase your missile velocity (while piloting a Caracal). A missile velocity of over 5000m/s should allow them to catch up with most interceptors.
  • If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.

Small Gang

  • If you are kiting, small gang tactics are going to be pretty similar to solo tactics, except that you will likely want to burn in the same direction and be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that you can try out. For instance: 2-5 Caracals, 1 Bellicose. In this example, the Caracals apply DPS while the Bellicose supports them with Target Painters and help tackle.

Notes

You can add notes here.


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