Difference between revisions of "Crucifier"
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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 : 5/29/2014) | |
− | + | ------------------------------------------------------------- | |
− | + | * 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=2161 | |
− | + | | shipimg=Crucifier.jpg | |
− | + | | shipname=Crucifier | |
− | + | | class=Frigate | |
− | + | | grouping=Standard Frigates | |
− | + | | hulltype=Crucifier Class | |
− | + | | faction=Amarr Empire | |
− | + | | variations={{Ship|Crucifier Navy Issue}}, {{Ship|Sentinel}} | |
− | + | | tech= | |
− | + | | powergrid=27 MW | |
− | + | | cpu=235 tf | |
− | + | | capacitor=330 GJ | |
− | + | | highs=2 | |
− | + | | turrets=2 | |
− | + | | launchers=0 | |
− | + | | mediums=4 | |
− | + | | lows=3 | |
− | + | | mass=1,064,000 kg | |
− | + | | volume=28,100 m³ | |
− | + | | cargohold=265 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay=45 m³ | |
− | + | | bandwidth=15 Mbit/sec | |
− | + | |quote=And they stood before Him,<br>bathed in His light.<br>Yet their eyes were blind. | |
− | + | |quote_attribution=The Scriptures, Gheinok the First 1:3 | |
− | + | | info=The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. | |
− | + | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>7.5% bonus to Weapon Disruptor effectiveness<br>10% bonus to Weapon Disruptor optimal range<br> | |
− | + | | structurehp=350 HP | |
− | + | | shieldhp=250 HP | |
− | + | | shieldem=0 | |
− | + | | shieldexp=50 | |
− | + | | shieldkin=40 | |
− | + | | shieldtherm=20 | |
− | + | | armorhp=400 HP | |
− | + | | armorem=50 | |
− | + | | armorexp=20 | |
− | + | | armorkin=25 | |
− | + | | armortherm=35 | |
− | + | | maxvelocity=350 m/sec | |
− | + | | inertia=3.35 | |
− | + | | warpspeed=5 AU/s | |
− | + | | warptime=4.94 s | |
− | + | | targetrange=64.00 km | |
− | + | | sigradius=38 m | |
− | + | | maxlockedtargets=6 | |
− | + | | sensortype=RADAR | |
− | + | | sensorvalue=14 points | |
− | + | | scanres=540 mm | |
− | + | | reqskills=*{{RequiredSkill|Amarr Frigate|I}} | |
− | + | ** {{RequiredSkill|Spaceship Command|I}} | |
− | |||
− | |||
− | **Spaceship Command I | ||
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− | |||
+ | | totaltraintime=25m 0s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1= | ||
+ | | highlights2= | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
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− | ==Summary== | + | == Summary == |
− | + | The Crucifier is the Amarr [[Frigates#Electronic Warfare|Electronic Warfare Frigate]], with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training {{sk|Amarr Frigate|I}} and {{sk|Weapon Disruption|I}}. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet. | |
− | + | The Crucifier is typically fit with three or four weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to [[stacking penalties]].) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor might reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the [[Electronic Warfare#Weapon Disruption|UniWiki EWAR Guide]]. | |
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− | + | Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship. | |
− | + | The Crucifier is a capable combat ship. It fits an armor tank well, and can control 3 light combat drones at a time. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even when fit for combat, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them. | |
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− | + | == Skills == | |
− | + | * {{sk|Weapon Disruption}} - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability. | |
− | + | * {{sk|Drones|III}} - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system. | |
− | + | ** {{sk|Light Drone Operation}} - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit. | |
− | | | + | ** {{sk|Drone Avionics}} - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority. |
− | + | ** {{sk|Drone Navigation}} - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones. | |
− | + | ** {{sk|Drone Durability}} - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed. | |
− | + | ** {{sk|Drone Interfacing}} - More drone damage means shorter engagements and a more effective ship. | |
− | | | + | * {{sk|Navigation}} - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption. |
− | + | ** {{sk|High Speed Maneuvering}} - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability. | |
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− | + | == Tactics == | |
− | + | New Crucifier pilots should read the [[Electronic warfare#EWAR Tactics|tactics section of the EWAR guide]], and attend an [[EWAR (CORE class)]]; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier: | |
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− | + | * '''Warp into an engagement after your fleetmates.''' If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers. | |
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− | + | * '''Know your operating range, and keep that distance from your opponents.''' Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need. | |
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− | | | + | * '''Use the right disruptors, and the right scripts, on the right targets.''' One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The [[Ship type quick reference|UniWiki ship quick reference]] can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range. |
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− | + | * '''If you get into trouble, warp away.''' Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else. | |
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− | + | :”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot. | |
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− | ==Notes== | + | More information on EWAR tactics, and specifically on weapon disruption, is available in the [[Electronic Warfare|EWAR Guide]]. |
− | ''You can | + | |
+ | == Notes == | ||
+ | ''You can add notes here.'' | ||
{{ShipsMatrix}} | {{ShipsMatrix}} | ||
− | + | ||
+ | [[Category:Ship Database]] | ||
+ | [[Category:Standard Frigates]] |
Latest revision as of 05:25, 16 November 2024
RELATED UNI-WIKI REFERENCES
|
And they stood before Him,
bathed in His light. Yet their eyes were blind.
SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
|
Summary
The Crucifier is the Amarr Electronic Warfare Frigate, with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training Amarr Frigate I and Weapon Disruption I. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet.
The Crucifier is typically fit with three or four weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to stacking penalties.) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor might reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the UniWiki EWAR Guide.
Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship.
The Crucifier is a capable combat ship. It fits an armor tank well, and can control 3 light combat drones at a time. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even when fit for combat, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them.
Skills
- Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
- Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
- Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
- Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
- Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
- Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
- Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
- Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
- High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.
Tactics
New Crucifier pilots should read the tactics section of the EWAR guide, and attend an EWAR (CORE class); these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:
- Warp into an engagement after your fleetmates. If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers.
- Know your operating range, and keep that distance from your opponents. Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.
- Use the right disruptors, and the right scripts, on the right targets. One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The UniWiki ship quick reference can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.
- If you get into trouble, warp away. Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.
- ”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.
More information on EWAR tactics, and specifically on weapon disruption, is available in the EWAR Guide.
Notes
You can add notes here.