Difference between revisions of "Crucifier Navy Issue"

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20% bonus to Small Energy Turret damage<br>
 
20% bonus to Small Energy Turret damage<br>
 
<b>Role Bonus</b><br>
 
<b>Role Bonus</b><br>
-85% penalty to Weapon Disruptor optimal range and falloff<br
+
-85% penalty to Weapon Disruptor optimal range and falloff<br>
 
-85% reduction to Weapon Disruptor activation cost and CPU requirements
 
-85% reduction to Weapon Disruptor activation cost and CPU requirements
  

Revision as of 16:56, 12 April 2024

EVE University Database
 
Ship Database
Crucifier Navy Issue
CornerTFh.png
Crucifier Navy Issue
Amarr Empire
Amarr Empire
Faction Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES

As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need.

The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer use first and traditional navy use second. It combines powerful laser systems with overwhelming weapon disruption at close ranges, designed to meet the realities of capsuleer combat in the contested low security regions where the Empire's borders are in most need of bolstering.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
20% bonus to Small Energy Turret damage
Role Bonus
-85% penalty to Weapon Disruptor optimal range and falloff
-85% reduction to Weapon Disruptor activation cost and CPU requirements

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crucifier
Crucifier.jpg
Crucifier
Standard Frigates Crucifier Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png27 MW Icon cpu.png235 tf
Icon velocity.png350 m/sec
Icon capacity.png265 m³
, Sentinel
Sentinel.jpg
CornerT2s.png
Sentinel
Electronic Attack Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png195 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
42 MW
CPU
cpu output
160 tf
Capacitor
capacitor
500 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
340 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
20 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
5
RADAR Sensor
RADAR sensor strength
14 points
Sig. Radius
signature radius
38 m
Scan Res.
scan resolution
640 mm
Structure
Structure Hitpoints
structure hitpoints
525 HP
Mass
ship mass
1,064,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
165 m³
Armor
Armor Hitpoints
armor hitpoints
700 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
375 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Crucifier Navy Issue (CNI) is the Amarr faction EWAR frigate, and is a heavier, more combat-oriented version of the Crucifier. When CCP introduced navy faction EWAR frigates in December 2015, the ships were intended to bring electronic warfare tactics into solo and small-gang combat. The CNI has bonuses that should work well in close-range combat. Like the Crucifier, the CNI has a bonus to weapon disruption effectiveness, which allows it to escape damage from turrets or missiles; and it has a bonus to small laser damage, which helps its two fitted lasers do the damage of four. The ship also has enough CPU, powergrid, and mid slots to fit a warp scrambler and stasis webifier, which allows the ship to be flown as a close-range brawler. (Weapons disruptors fitted to the CNI have a 85% range penalty, which limits them to short engagement distances anyway.)

Strategically, however, the CNI doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, which is not enough to mitigate damage from opponents with small turrets or rockets; the Tech I Crucifier is much better at weapon disruption. The CNI is slower than other tackling frigates, so it has a tough time keeping up with kiting opponents, even when it manages to get into webbing range. And even with the bonus to laser damage, the fact that the CNI can only fit two lasers means that its DPS is not great. Solo, there isn't a lot that a CNI can handle. And in most small gangs, a Crucifier or a Sentinel would make a better partner. The CNI can do okay as second tackle against cruiser and battlecruiser targets, but light drones will take the CNI tackler out quickly.

Skills

The CNI demands good Navigation skills to speed up its slow base speed, EWAR skills to improve weapons disruption performance, and energy turret skills to reduce the capacitor and fitting demand of fitted weapons.

Tactics

The Crucifier Navy Issue (CNI) is typically fit with pulse lasers, which have short optimal ranges, and the CNI's role "bonus" limits the range of the ship's tracking disruptors. As a result, the CNI has a very short engagement range. The ship works best as second tackle—as a tackler that can apply scram and web to a target that has already been pointed by the first tackle. But because the CNI isn't very fast, the best way for it to get into tackle range is to warp in to the first tackle. If you find yourself unable to fly into the fight, you might need to warp out to a tactical bookmark and warp back in again.

Once you are within scram range, activate scram and web, and send out your two drones. Be judicious about activating your lasers, however. If your opponent has sent drones after you, target those before attacking the opposing ship. If the opponent is applying medium-sized neuts, don't run your lasers at all, in order to conserve capacitor.

Notes