User:Miranda mclaughlin/Caldari Ships 101 Update

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Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

This class provides an overview of all Tech I Caldari spacecraft, with guidelines for how to fly them well. This should be helpful for all aspiring Caldari pilots but also for anyone who simply wants to know about the strengths and weaknesses of Caldari ships.

  • Duration: 120-150 min [?]

Class contents: Topics covered:

  • General Caldari characteristics
  • Caldari T1 Subcapital ships overview
  • Basic skills valuable for Caldari pilots
  • Q&A

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel

If there are questions about Tech II ships or fitting options, I'd be happy to talk about those after the class, but the focus will be on Tech I ships and the basics.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links

Keep the lecture moving forward briskly - there is a lot of content to cover here, and it's easy to go over two hours if your pace is slow.

It may save you time if you can find a volunteer to link ships as you mention them.

If there is time you can touch on the subject of T2 ships, perhaps in the Q&A session afterwards.


Class Contents

Introduction

  • Welcome to Caldari ships 101.
  • First we will discuss a basic overview of the strengths and weaknesses of Caldari, and the general ship design philosophies.
  • Then we will dive right in and discuss every T1 sub-cap Caldari ship. Keep in mind that we are not going to go deep into Caldari ship theory crafting here, this is an overview class so we will just skim the surface.


General Information

General Characteristics

  • Black/grey in color
  • Angular shape
  • Avian themed names (relevant exceptions are Caracal, Ferox, Naga, Scorpion, and Rokh)
  • Almost Exclusively shield tanked
  • Primarily missile and hybrid weapons
  • ECM racial EWAR
  • Popular bonuses of shield resistances, weapon range, and kinetic missile damage
  • Excellent damage projection and damage type selection of missiles coupled with advantages of shield tanking makes superb PvE ships
  • Slowest base speeds of all of the races, somewhat offset by use of shield tanks
  • Tend to have larger range than other races, occasionally at the cost of damage potential
  • High CPU / Low PG ??????????

Shield Tank

  • Provides protection at the cost of increased signature radius
    • Does not affect speed or agility like armor tanking
  • Three main types
    • Passive tanking
      • Great for PvE
      • Reduces reliance on capacitor
    • Active tanking
      • Useful for PvE and small-gang PvP
      • Able to react to damage spikes
      • Less efficient than active armor tanking
    • Buffer tanking
      • Used for fleet PvP
      • Allows logistics time to save you

Missiles

  • Fully selectable damage type
    • Match damage type with enemy weakness
    • Useful for PvE
  • Missiles take time to travel to target
    • Result is less popular usage in PvP
  • Does not use capacitor
  • Damage dependent on target signature radius and speed, not angular velocity and range
  • Caldari ships damage bonus usually for kinetic (scourge) missiles

Hybrid turrets

  • Does kinetic and thermal damage
  • Caldari ships favor range bonus over damage bonus
    • Helps offset short range of blasters
    • Makes for great sniping platforms
  • Blasters
    • Highest potential dps
    • Very short range ofter prevents realizing this potential
    • Good tracking
    • T2 ammo
      • Void
        • Highest damage, decent range
      • Null
        • Increased range, decent damage
  • Railguns
    • Largest optimal range
    • Damage closer to beam lasers than artillery
    • T2 ammo
      • Javelin
        • Increased tracking, Greatly reduced range
      • Spike
        • Greatly increased range, Greatly reduced tracking

ECM

  • Breaks all locks of target and prevents target from locking for a period of time
  • Chance based, pilot jamming strength vs target sensor strength
  • Greatly affected by bonused hulls
  • Race specific modules
    • Most fits use up many mid slots
  • Range second only to sensor dampening
  • Excessive amounts may prevent others from willingly fighting


Ships

Ship Roles

  • Attack ships
    • Focuses on speed rather than tank or fitting ability
  • Combat ships
    • General purpose warships
  • Support (Logistics) ships
    • Repair other ships
  • Disruption (EWAR) ships
    • Increases friendly or reduces enemy ship effectiveness
  • Exploration (frigates only)
    • Designed for finding and running exploration sites

Frigates

Ibis
  • Rookie ("Noob") ship
  • 2/2/2 slot layout
  • Free ship you get whenever you dock in a station that you don't currently have a ship in
  • Little combat ability
  • Decent ECM bonus
  • Bonuses
    • Role bonuses
      • 20% bonus to Small Hybrid Turret optimal range
      • 10% bonus to Missile kinetic damage
      • 30% bonus to ECM Target Jammer strength
      • 10% bonus to Shield Resistances
Condor
  • Attack frigate
  • Missile launcher ships
  • 4/4/2 slot layout
  • Generally used as a tackle ship
    • 4 mid slots allows for variety of different fits
  • Lowest base speed of all attack frigates
  • Bonuses
    • Caldari Frigate skill bonus
      • 10% bonus to Light Missile and Rocket kinetic damage
    • Role bonus
      • 80% reduction in Propulsion Jamming systems activation cost
Kestrel
  • Attack frigate
  • Missile launcher ship
  • 4/4/2 slot layout
  • Good level 1 missions ship for new players
  • Very large range with light missiles, good range with rockets
  • Able to fit larger tank than Condor
  • Often used as a kiter
  • Bonuses
    • Caldari Frigate skill bonuses
      • 5% bonus to Light Missile and Rocket damage
      • 10% bonus to Missile velocity
Merlin
  • Attack frigate
  • Hybrid turret ship
  • 3/4/3 slot layout
  • Damage bonus coupled with resistance bonus makes for very good brawler
  • Can be used as second tackle
  • Bonuses
    • Caldari Frigate skill bonuses
      • 5% bonus to shield resistances
      • 5% bonus to Small Hybrid Turret damage
Bantam
  • Logistics frigate
  • Shield logistics
  • 3/4/2 slot layout
  • Good starting point for potential logistics pilots
  • Useful for fast-moving gangs of small ships
  • Bonuses
    • Caldari Frigate skill bonuses
      • 10% bonus to Shield Transporter boost amount
      • 10% reduction in Shield Transporter capacitor use
    • Role bonus
      • 500% bonus to range of Shield Transporters
Griffin
  • EWAR frigate
  • ECM ship
  • 2/5/2 slot layout
  • Good starting point for potential EWAR pilots
  • Able to fit AB/MWD plus full rainbow fit
  • Can neutralize much larger and more expensive ships
  • Bonuses
    • Caldari Frigate skill bonuses
      • 15% bonus to ECM Target Jammer strength
      • 10% bonus to ECM Target Jammers' capacitor need
Heron
  • Exploration frigate
  • 3/5/2 slot layout
  • Designed to find and run exploration sites
  • Limited combat capabilities limits difficulty of sites it can run itself
    • Can save sites and come back with a combat ship
  • Bonuses
    • Caldari Frigate skill bonuses
      • 7.5% increase to scan strength of probes
      • 5% bonus to Codebreaker, Analyzer and Salvager cycle time


Destroyers

Cormorant
  • Attack destroyer
  • Hybrid turret ship
  • 8/3/2 slot layout
  • Double range bonus
    • Very long range for small weapons with rails
    • Compensates for short range of blasters to apply damage come consistently
  • Good level 1 mission runner
  • Can be used as cheap salvage ship
  • Bonuses
    • Destroyers skill bonuses
      • 10% bonus to Small Hybrid Turret tracking speed
      • 10% bonus to Small Hybrid Turret optimal range
    • Role bonus
      • 50% bonus to optimal range for small hybrid turrets
Corax
  • Attack destroyer
  • Missile launcher ship
  • 7/4/2 slot layout
  • Good range with rockets due to missile max velocity bonus
  • Explosion velocity bonus increases effectiveness against fast moving targets
  • Bonuses
    • Destroyers skill bonuses
      • 5% bonus to light missile and rocket kinetic damage per level
      • 10% bonus to light missile and rocket explosion velocity per level
    • Role bonus
      • 50% bonus to light missile and rocket max velocity


Cruisers

Caracal
  • Attack cruiser
  • Missile launcher ship
  • 5/5/4 slot layout
  • Good level 2 mission runner
  • Great anti-frigate platform when fit with rapid light missile launchers
  • Can snipe with heavy missiles or kite/brawl with HAMs
  • Bonuses
    • Caldari Cruiser skill bonuses
      • 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
      • 10% bonus to Light, Heavy Assault and Heavy Missile Velocity
Moa
  • Combat cruiser
  • Hybrid turret ship
  • 5/5/4 slot layout
  • Very good shield brawler
    • Good EHP for shield tank
    • Good damage with blasters
  • Tied with the Blackbird for lowest base speed of cruisers
  • Bonuses
    • Caldari Cruiser skill bonuses
      • 5% bonus to Medium Hybrid Turret damage
      • 5% bonus to shield resistances
Osprey
  • Logistics cruiser
  • Shield logistics
  • 5/5/3 slot layout
  • Requires capacitor transfer to realize full potential
    • Create cap chain with other logistics
  • Somewhat lower EHP than other Tech 1 logistics cruisers
  • Bonuses
    • Caldari Cruiser skill bonuses
      • 12.5% bonus to Shield Transporter boost amount
      • 5% reduction in Shield Transporter capacitor use
    • Role bonuses
      • 1000% bonus to Shield Transporter and Energy Transfer Array Range
      • 200% bonus to Energy Transfer Array transfer amount
Blackbird
  • EWAR cruiser
  • ECM ship
  • 4/6/3 slot layout
  • Often armor tanked to free up mid slots for ECM
  • Low tank and high priority target means pilot has to pay attention to stay alive
  • Long bast optimal of ECM plus range damage bonus allows pilot to stay outside main fight
  • Bonuses
    • Caldari Frigate skill bonuses
      • 15% bonus to ECM Target Jammer strength
      • 12.5% bonus to ECM Target Jammer optimal range and falloff


Battlecruisers

Drake
  • Combat battlecruiser
  • Missile launcher ship
  • 7/6/4 slot layout
  • Premier level 3 mission runner
  • Decent brawler with HAMs
  • Can fit large bufffer tank or strong passive tank
  • Often used as bait ship
  • Bonuses
    • Battlecruisers skill bonuses
      • 5% bonus to all shield resistances
      • 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles
    • Role bonus
      • Can fit Warfare Link modules
Ferox
  • Combat battlecruiser
  • Hybrid turret ship
  • 8/5/4 slot layout
  • Decent brawler
  • Optimal range bonus helps offset the short range of blasters
  • Bonuses
    • Battlecruisers skill bonuses
      • 5% bonus to all Shield resistances
      • 10% bonus to Medium Hybrid Turret optimal range
    • Role bonus
      • Can fit Warfare Link modules
Naga
  • Attack battlecruiser
  • Hybrid turret ship
  • 8/6/3 slot layout
  • Fantastic sniper
  • Can kite decently with blasters
  • Fairly weak tank
  • Bonuses
    • Battlecruisers skill bonuses
      • 5% bonus to Large Hybrid Turret damage
      • 10% bonus to Large Hybrid Turret optimal range
    • Role bonuses
      • 95% reduction in the powergrid need of Large Hybrid Turrets
      • 50% reduction in the CPU need of Large Hybrid Turrets
      • 50% reduction in the capacitor need of Large Hybrid Turrets


Battleships

Raven
  • Missile launcher ship
  • 8/6/5 slot layout
  • Good level 4 mission runner
  • Rarely seen in PvP
  • Missile rate of fire bonus applies to every type of damage
  • Long travel time of cruise missiles make them somewhat less popular than torpedoes
  • Bonuses
    • Caldari Battleship skill bonuses
      • 5% bonus to Cruise and Torpedo Launcher rate of fire
      • 10% bonus to Cruise Missile and Torpedo max velocity
Rokh
  • Hybrid Turret Ship
  • 8/6/5
  • Excellent tank
  • Can snipe very well when fit with rails
    • Can easily hit out to max locking range
    • Can swap ammo to fight at wide variety of ranges
  • Surprisingly effective brawler
    • Can compare to Gallente battleships
  • Very slow
  • Bonuses
    • Caldari Battleship skill bonuses
      • 10% bonus to Large Hybrid Turret optimal range
      • 5% bonus to Shield Resistances
Scorpion
  • ECM battleship
  • 6/8/4 slot layout
  • Only EWAR battleship
  • Very weak damage
  • Usually armor tanked to allow more ECM in mid slots
  • Usually very weak tank
  • Can fit large shield tank and act as bait
  • Bonuses
    • Caldari Battleship skill bonsues
      • 15% bonus to ECM Target Jammer strength per level
      • 25% bonus to ECM Target Jammer optimal range and falloff
      • 25% Bonus to ECM Burst range


Industrials

Badger
  • 1/4/2 slot layout
  • Second largest cargo capacity of industrial requiring only industrial level 1
  • Bonus
    • Caldari Industrial skill bonus
      • 5% bonus to cargo capacity and max velocity
Badger Mark II
  • 2/6/3 slot layout
  • Highest possible tank for Tech 1 industrials due to six mid slots
  • Bonuses
    • Caldari Industrial skill bonuses
      • 5% bonus to cargo capacity and max velocity


Skills for Caldari Ships

  • This advice touches on only the essential skills – you should develop your own specific skill development plan using a tool like EveMon or EveHQ – but these guidelines should give you some ideas
  • Ranks in Parenthesis indicate skill's Training Time Multiplier

Ship Command Skills

  • Obviously these are needed to fly Caldari ships
    • You should train each to Level 4, or Level 5 if you intend to specialize in that ship type (or want to fly Tech 2 ships of that size)
  • Caldari Frigate (2X)
  • Destroyers (2X)
  • Caldari Cruiser (5X)
  • Battlecruisers (6X)
  • Caldari Battleship (8X)
  • Caldari Industrial (4X)


Fitting Skills

  • These are cruicial to being able to fit your ship to it's maximum capability
  • Engineering (1X) -- 5% Bonus to ship's Power Grid per skill level.
  • Electronics (1X) -- 5% Bonus to ship's CPU per skill level
  • Weapon Upgrades (2X) -- 5% reduction per skill level in the CPU need of weapon turrets and launchers. (Level 4 required for T2 gyrostabilizers and heat sinks)
  • Advanced Weapon Upgrades (6X) -- 2% reduction per level in Power Grid need of weapon turrets and launchers (Requires Weapon Upgrades at 5)


Capacitor Skills

  • Caldari pilots don't rely on capacitor as much as some other races do, but they're still important, especially for active shield tanks
  • Energy Systems Operation (1X) -- 5% reduction in capacitor recharge time per skill level
  • Energy Management (3X) -- 5% bonus to capacitor capacity per skill level
  • Energy Grid Upgrades (2X) -- 5% reduction in CPU needs of modules that require Energy Grid Upgrades to fit (i.e. Cap Rechargers and Power Diagnostic Systems)
  • Energy Emission Systems (2X) -- 5% reduction in capacitor use of energy emission weapons per skill level (i.e. Neut's and Nos's)


Navigation Skills

  • Very important skills, can make a noticeable difference in the speed and agility of your ships
  • Spaceship Command (1X) -- 2% improved agility per skill level
  • Navigation (1X) -- 5% bonus to ship velocity per skill level
  • Evasive Maneuvering (2X) -- 5% improved agility for all ships per skill level
  • Afterburner (1X) -- 10% bonus to AB duration per skill level
  • Fuel Conservation (2X) -- Reduces capacitor requirement of AB's
  • High Speed Maneuvering (5X) -- 5% reduction in MWD capacitor usage per skill level
  • Acceleration Control (4X) -- 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level
  • Warp Drive Operation (1X) -- 10% reduction in capactior need of initiating warp (Don't forget this skill! It's a good idea to get it to at least 3)


Missile Skills

  • Crucial for Caldari pilots, as missiles are their signature weapons
  • Missile Launcher Operation (1x) -- 2% Bonus to missile launcher rate of fire per skill level.
  • Missile Launcher Size Specific Skills (2X-7X) -- Allow you to use missile launchers of that size, and add damage to that size launcher as well
  • Rapid Launch (2X) -- 3% reduction in fire time per skill level (DPS Increase)
  • Warhead Upgrades (5X) -- 2% more damage per level (DPS Increase)
  • Target Navigation Prediction (2X) -- 10% reduction per level in the influence of target's velocity on your damage (useful for attacking faster ships)
  • Guided Missile Precision (5X) -- Target signature radius has 5% less influence on the damage of your guided missiles per level. (key for attacking smaller ships)
  • Missile Bombardment (2X) -- 10% more flight time for all missiles per level (effectively a range increase)
  • Missile Projection (4X) -- 10% increased missile velocity per level (Effectively another range increase)


Gunnery Skills

  • These are key for Caldari Pilots' other main weapon system -- hybrid turrets
  • Gunnery (1X) -- 2% increase in all turrets rate of fire (DPS increase; also, Rank 5 is required for large guns and all Tech 2 guns)
  • Hybrid Turret Skills (1X-5X) -- Allow you to use hybrid turrets of that size, and add damage to that size turret as well
  • Rapid Firing (2X) –- 4% bonus to weapon turret rate of fire per level
  • Motion Prediction (2X) -– 5% bonus to weapon turret tracking speeds per level
  • Controlled Bursts (2X) –- 5% reduction in capacitor need of weapon turrets per level
  • Sharpshooter (2X) –- 5% bonus to weapon turret optimal range per level
  • Trajectory Analysis (5X) –- 5% bonus to weapon turret falloff per level
  • Surgical Strike (4X) -– 3% bonus to damage of all weapon turrets per level


Shield Tanking Skills

  • Most Caldari ships are shield tanked, making these skills very vital to your survival
  • Shield Management (2X) -– 5% bonus to shield capacity per level (Level 5 unlocks Tech 2 Shield Boost Amplifiers)
  • Shield Operation (1X) -– 5% reduction in shield recharge time per level (Higher level unlock larger Tech 2 shield boosters)
  • Shield Upgrades (2X) -– 5% reduction in Power Grid needs of shield mods per level, i.e. shield extenders and rechargers (Level 4 unlocks Tech 2 Large Shield Extenders)
  • Tactical Shield Manipulation (4X) -– Reduces chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at Level 5 (Level 4 unlocks Tech 2 Shield Hardners)
  • Energy Grid Upgrades (2X) –- 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per level, i.e. shield power relays (Level 4 unlocks Tech 2 Shield Power Relays)
  • Shield Compensation (2X) – 2% less capacitor need for shield boosters per level (Crucial for active shield tanks)


Drone Skills

  • If you’re in any Caldari ship bigger than a cruiser you will want good drone skills
  • To be most effective, Tech 2 drones are vital
  • Drones (1X) –- Can operate 1 drone per level [Crucial to have this at 5!]
  • Scout Drone Operation (1X) –- Extend drone control range by 5km per level (Level 5 is needed for Tech 2 scout drones, very important!]
  • Combat Drone Operation (2X) –- 5% bonus to drone damage of light and medium drones per level
  • Drone Durability (5X) – 5% bonus to drone shield, armor and hull HP per level
  • Drone Interfacing (5X) – 20% bonus to drone damage and mining yield per level (HUGE bonus to your drones’ effectiveness!)
  • Drone Navigation (1X) – 5% increase in drone MWD speeds per level
  • Drone Sharpshooting (1X) – Increases drone optimal range each level
  • For Tech 2 Scout Drones, you’ll need Drones and Scout Drone Operation at Level 5, and at least Level 1 in the racial drone skill for the drones you want, i.e. Gallente Drone Specialization
  • ECM Drones can also be very useful, especially if you’re flying solo or in a small gang with no dedicated ECM ship. To fly them, you need:
    • Electronic Warfare to Level 4 (2X – 5% less capacitor need for ECM and ECM burst systems per level)
    • Drones to Level 5
    • Electronic Warfare Drone Interfacing to at least Level 1 (5X – 3km extra range for your drones per level)

Other Useful Skills

  • Long Range Targeting (2X) – 5% bonus to targeting range per level [Very helpful given the long range of missiles]
  • Mechanics (1X) – 5% bonus to structure hit points per level (Yay extra HP!)
  • Hull Upgrades (2X) – 5% bonus to armor hit points per level (Extra HP is never bad, and Level 5 allows you to fit all of the Tech 2 armor mods; key for the few Caldari ships that are armor tanked)
  • Rigging Skills (2X or 3X) – Allow you to fit your own rigs on your ships and reduce the drawbacks associated with them per level

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class -- post in the class thread, evemail me, &c
  • Questions? [You can cover T2 Caldari ships briefly here, or save them for a Caldari 201 class]

Resources

Link to Pre-made slideshow [1]