Difference between revisions of "Curse"
Budda Sereda (talk | contribs) (Published fits discussed at Fitting Hangar) |
Drebin 679 (talk | contribs) (Updated to account for the warp speed changes.) |
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− | * SHIP ATTRIBUTES SECTION (last update : | + | * SHIP ATTRIBUTES SECTION (last update : 2019-10-15) |
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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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| maxvelocity=205 m/sec | | maxvelocity=205 m/sec | ||
| inertia=0.61 | | inertia=0.61 | ||
− | | warpspeed= | + | | warpspeed=4.5 AU/s |
| warptime=9.99 s | | warptime=9.99 s | ||
| targetrange=130.00 km | | targetrange=130.00 km | ||
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==Summary== | ==Summary== | ||
− | + | The '''Curse''' is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility. | |
Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight. | Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight. | ||
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==Notes== | ==Notes== | ||
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]]. | For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]]. | ||
+ | |||
+ | ==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 3.3 AU/s to 4.5 AU/s (+1.2 AU/s) | ||
+ | }} | ||
{{ShipsMatrix}} | {{ShipsMatrix}} | ||
[[Category:Ship Database]][[Category:Recon Ships]] | [[Category:Ship Database]][[Category:Recon Ships]] |
Revision as of 04:11, 16 October 2019
RELATED UNI-WIKI REFERENCES
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Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority. SHIP BONUSES
Amarr Cruiser bonuses (per skill level):
Ship Attributes
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Summary
The Curse is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility. Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.
The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to range. Armour Curses are ridiculed by some but as gang support, backed up with Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup.
This is a ship that really needs its applicable command skill to V to be fully functional.
Skills
Further information about additional or recommended skills to pilot Curse for a specific or it's common role(s) can be written here.
Fitting
Medium Gremlin Compact Energy Neutralizer
Medium Gremlin Compact Energy Neutralizer
Medium Gremlin Compact Energy Neutralizer
Medium Ghoul Compact Energy Nosferatu
Medium Ghoul Compact Energy Nosferatu
50MN Cold-Gas Enduring Microwarpdrive
Adaptive Invulnerability Field II
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Warp Disruptor II
EM Ward Field II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II
Medium Anti-Thermal Screen Reinforcer II
Medium Ancillary Current Router I
Hammerhead II x10
Hornet EC-300 x5
Hobgoblin II x5
- Could be also used in small fleets
Small Ghoul Compact Energy Nosferatu
Medium Gremlin Compact Energy Neutralizer
Medium Ghoul Compact Energy Nosferatu
Medium Gremlin Compact Energy Neutralizer
Small Ghoul Compact Energy Nosferatu
50MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Republic Fleet Large Cap Battery
Shield Boost Amplifier II
Pith A-Type Large Shield Booster
Adaptive Invulnerability Field II
Power Diagnostic System II
Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II
Medium Anti-EM Screen Reinforcer II
Medium Processor Overclocking Unit II
Infiltrator II x5
Hobgoblin II x5
Hornet EC-300 x5
Hammerhead II x5
Medium Ghoul Compact Energy Nosferatu
Medium Ghoul Compact Energy Nosferatu
Medium Gremlin Compact Energy Neutralizer
Medium Gremlin Compact Energy Neutralizer
Medium Gremlin Compact Energy Neutralizer
EM Ward Field II
Thermal Dissipation Field II
Adaptive Invulnerability Field II
100MN Y-S8 Compact Afterburner
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Damage Control II
Power Diagnostic System II
Reactor Control Unit II
Reactor Control Unit II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Hornet EC-300 x5
Hammerhead II x5
Infiltrator II x5
Hobgoblin II x5
Inherent Implants 'Squire' Power Grid Management EG-601 x1
- Requires 1% PWG Implant.
- Can be converted into MWD; excess of PWG should be addressed by replacing Reactor Control Unit modules with either Power Diagnostic System or Drone Damage Amplifier.
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Sensor Booster II
10MN Afterburner II
Ship Scanner II
Remote Sensor Booster II
Remote Sensor Booster II
Remote Sensor Booster II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
800mm Steel Plates II
Damage Control II
Medium Trimark Armor Pump II
Medium Ancillary Current Router II
Hammerhead II x5
Vespa EC-600 x10
Targeting Range Script x4
Scan Resolution Script x1
ECCM Script x3
- Needs Energy Transfer from logies.
- Greatly improve logies lock speed.
- Very helpful to prevent jamming logies.
Tactics
No sub-article about Curse roles or piloting tactics. You can write them here.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.
Patch History
A long, long time ago... |
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October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
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