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Punisher: Difference between revisions

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Summary: updated for hull changes from last year
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==Summary==
==Summary==
With its many low slots for armor tank and a bonus to armor resistances, the Punisher is known as the toughest T1 frigate around, but one that won't win any speed races. It is hampered in the tackling role by only having 2 mid slots, meaning it can only fit a single tackle module alongside the obligatory propulsion module, but if a tank fitted Punisher gets in to scram range of you then it takes a lot of effort to get rid of it again.
The Punisher is an Amarr [[Frigates#Damage_Dealer|Combat Frigate]]. The Punisher has the most base hit points and the most turret hardpoints of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it is possible to fit the Punisher for extraordinary tank and damage output. Unfortunately, the Punisher is also unique among combat frigates in having only two mid slots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor tank). As a result, the Punisher is not a strong solo PvP ship; opponents can easily keep the Punisher pilot at a distance and escape tackle. Novice Amarr solo pilots are probably better served flying the [[Tormentor]]. On the other hand, the Punisher is popular in small-ship gangs and frigate fleets where it can play the role of general damage dealer or bait, and where fleetmates can provide tackle. The Punisher is also a durable PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. As a result, the Punisher is a great first frigate for new Unistas who want to learn about fitting, weapons, and defensive systems.


Prior to the Inferno patch, the Punisher had a bonus to energy weapon capacitor, but not to damage, which resulted in some of the more effective setups using autocannons instead of lasers, freeing up more cap for armour repairs and other active modules at a minimal DPS loss (considering all lvl5 skills). Now a clear tradeoff can to be made between damage and cap drain, with both laser based and autocannon based fits being equally viable.
The Punisher is typically fit with small beam lasers, so that it can hit opponents at any range. By swapping crystal ammo on the fly, Punisher pilots can tune their optimal beam laser range between 8 and 25 km. A Punisher’s low slots are often filled with active or passive armor defense modules, and rig slots with armor rigs. The Punisher’s bonus to armor resistances pairs extremely well with frigate logistics, and a gang of Punishers and [[Inquisitors|Inquisitor]] can be tough to break.


==Skills==
==Skills==