Difference between revisions of "Celestis"
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | <onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | ||
− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 10/15/2019) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/mistype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=633 | |
− | + | | shipimg=Celestis.jpg | |
− | + | | shipname=Celestis | |
− | + | | class=Cruiser | |
− | + | | grouping=Standard Cruisers | |
− | + | | hulltype=Celestis Class | |
− | + | | faction=Gallente Federation | |
− | + | | variations={{Ship|Arazu}},{{Ship|Lachesis}} | |
− | + | | tech= | |
− | + | | powergrid=575 MW | |
− | + | | cpu=375 tf | |
− | + | | capacitor=1,300 GJ | |
− | + | | highs=3 | |
− | + | | turrets=3 | |
− | + | | launchers=3 | |
− | + | | mediums=5 | |
− | + | | lows=5 | |
− | + | | mass=12,070,000 kg | |
− | + | | volume=116,000 m³ | |
− | + | | cargohold=320 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay=50 m³ | |
− | + | | bandwidth=50 Mbit/sec | |
− | + | |quote=Power is only relevant once they hit. | |
− | + | |quote_attribution=Duvolle Laboratories doctrinal white paper | |
− | + | | info=The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems. | |
− | + | | bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>7.5% bonus to Remote Sensor Dampener optimal range and falloff<br> | |
− | + | | structurehp=1,700 HP | |
− | + | | shieldhp=1,200 HP | |
− | + | | shieldem=0 | |
− | + | | shieldexp=50 | |
− | + | | shieldkin=40 | |
− | + | | shieldtherm=20 | |
− | + | | armorhp=1,300 HP | |
− | + | | armorem=50 | |
− | + | | armorexp=10 | |
− | + | | armorkin=35 | |
− | + | | armortherm=35 | |
− | + | | maxvelocity=210 m/sec | |
− | + | | inertia=0.505 | |
− | + | | warpspeed=4 AU/s | |
− | + | | warptime=8.45 s | |
− | + | | targetrange=75.00 km | |
− | + | | sigradius=135 m | |
− | + | | maxlockedtargets=8 | |
− | + | | sensortype=Magnetometric | |
− | + | | sensorvalue=18 points | |
− | + | | scanres=290 mm | |
− | + | | reqskills=*{{RequiredSkill|Gallente Cruiser|I}} | |
− | + | ** {{RequiredSkill|Spaceship Command|II}} | |
− | + | ** {{RequiredSkill|Gallente Destroyer|III}} | |
− | + | *** {{RequiredSkill|Gallente Frigate|III}} | |
− | **Spaceship Command | + | **** {{RequiredSkill|Spaceship Command|I}} |
− | **Gallente | ||
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+ | | totaltraintime=19h 15m 30s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1= | ||
+ | | highlights2= | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --> | }}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --> | ||
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− | ==Summary== | + | == Summary == |
''No summary available.'' | ''No summary available.'' | ||
− | ==Skills== | + | == Skills == |
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− | + | {{sk|Sensor Linking}} is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of Ewar then get it to IV. Each level of skill reduces the cap consumption of damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your ''entire fleet''. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement. | |
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− | | | + | {{sk|Jury Rigging|III}} and {{sk|Electronic Superiority Rigging|I}} will also let you fit the Particle Dispersion Projector rig, which increases the optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need {{sk|Long Range Targeting|V}} in addition to fitting a Signal Amplifier - which requires {{sk|Electronics Upgrades}} Getting this to V means you can fit the T2 version, even further increasing your locking range. |
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− | | | + | {{sk|CPU Management|V}} is a double must for pursuing the Ewar path and a primary core fitting skill. Get this as soon as possible. |
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− | | | + | The dedicated (or at least very frequent) Celestis pilot may also wish to train {{sk|Signal Suppression}} which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority rigs (another 5% added effectiveness of fitted damps), this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness. |
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+ | == Tactics == | ||
+ | Be aware of the various sensor ranges of different ships. This is similar to how [[Electronic Countermeasures|ECM]] pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost its locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to re-lock. If you do both on the same ship, they can be made to be almost as helpless as when facing perma-jams from a [[Falcon]], or sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against [[Logistics#Logistics Ships|logistics]] vessels. It is less useful against snipers but still good against brawlers that like to engage at close range. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that. | ||
− | + | The Celestis is somewhat of an easier ship to fly than the [[Blackbird]]. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows relative to other T1 EWAR cruisers like the [[Blackbird]] or [[Bellicose]]. You have good tank and lots of damps, while also being flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. Pilots with projectile, blaster, and missile skills can fit their favorite weapons without much difficulty. | |
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− | + | Some experimentation may let us see whether a kiting Celestis that can fly with a kiting gang could be usable or not, by fitting an active tank in place of armor plates. This seems unlikely, however, since EWAR boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on-grid [[bookmark]]s. | |
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− | | | + | The Celestis' solid drone bay capacity and drone bandwidth also afford several tactical options. When engaging kiting gangs, [[Drones#Light.2C medium and heavy drones|Warrior IIs]] (due to their enhanced speed relative to other light drones) and [[Electronic Countermeasures#ECM equipment and ships|ECM drones]] are recommended. Try to get the medium ECM drones if you can fit them in the drone bay. ECM drones can break the lock of tacklers or other hostiles who manage to get in range of you, and then you can damp their sensor resolution so they are mostly rendered crippled and ineffective. |
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− | + | With its recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given its use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late'. Let the DPS ships and brick tanks arrive on the field first to draw aggro. If possible, prevent yourself from getting fleet/squad warped with (default={{button|ctrl}} - {{button|space}}) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as target locked ("yellow boxed"), warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being targeted and destroyed by the enemy at the first instant of battle. | |
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+ | Do not just limit yourself to targeting logi though; any typical sniper boat, like the [[Oracle]] and [[Tornado]] will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates destroyed every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy DPS/target locks. | ||
− | + | == Notes == | |
− | + | ''You can add notes here.'' | |
− | + | == Patch History == | |
− | + | {{Expansion past| | |
− | + | '''October 2019 Release - 2019-10-15.1''' | |
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− | + | ''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | |
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− | + | * Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s) | |
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}} | }} | ||
+ | {{ShipsMatrix}} | ||
− | + | [[Category:Ship Database]] | |
− | + | [[Category:Standard Cruisers]] | |
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Latest revision as of 05:03, 16 November 2024
RELATED UNI-WIKI REFERENCES
|
Power is only relevant once they hit.
SHIP BONUSES
Gallente Cruiser bonuses (per skill level):
Ship Attributes
|
Summary
No summary available.
Skills
Sensor Linking is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of Ewar then get it to IV. Each level of skill reduces the cap consumption of damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your entire fleet. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.
Jury Rigging III and Electronic Superiority Rigging I will also let you fit the Particle Dispersion Projector rig, which increases the optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need Long Range Targeting V in addition to fitting a Signal Amplifier - which requires Electronics Upgrades Getting this to V means you can fit the T2 version, even further increasing your locking range.
CPU Management V is a double must for pursuing the Ewar path and a primary core fitting skill. Get this as soon as possible.
The dedicated (or at least very frequent) Celestis pilot may also wish to train Signal Suppression which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority rigs (another 5% added effectiveness of fitted damps), this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness.
Tactics
Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost its locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to re-lock. If you do both on the same ship, they can be made to be almost as helpless as when facing perma-jams from a Falcon, or sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logistics vessels. It is less useful against snipers but still good against brawlers that like to engage at close range. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.
The Celestis is somewhat of an easier ship to fly than the Blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows relative to other T1 EWAR cruisers like the Blackbird or Bellicose. You have good tank and lots of damps, while also being flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. Pilots with projectile, blaster, and missile skills can fit their favorite weapons without much difficulty.
Some experimentation may let us see whether a kiting Celestis that can fly with a kiting gang could be usable or not, by fitting an active tank in place of armor plates. This seems unlikely, however, since EWAR boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on-grid bookmarks.
The Celestis' solid drone bay capacity and drone bandwidth also afford several tactical options. When engaging kiting gangs, Warrior IIs (due to their enhanced speed relative to other light drones) and ECM drones are recommended. Try to get the medium ECM drones if you can fit them in the drone bay. ECM drones can break the lock of tacklers or other hostiles who manage to get in range of you, and then you can damp their sensor resolution so they are mostly rendered crippled and ineffective.
With its recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given its use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late'. Let the DPS ships and brick tanks arrive on the field first to draw aggro. If possible, prevent yourself from getting fleet/squad warped with (default=ctrl - space) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as target locked ("yellow boxed"), warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being targeted and destroyed by the enemy at the first instant of battle.
Do not just limit yourself to targeting logi though; any typical sniper boat, like the Oracle and Tornado will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates destroyed every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy DPS/target locks.
Notes
You can add notes here.
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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