Difference between revisions of "Punisher"

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* SHIP ATTRIBUTES SECTION (last update : 5/29/2014)
* SHIP ATTRIBUTES SECTION (last update : 02.21.2013)
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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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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=597
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| shipimg=Punisher.jpg
|shipid=597
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| shipname=Punisher
|shipimg=Punisher.jpg
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| class=Frigate
|shipname=Punisher
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| grouping=Standard Frigates
|caption=Punisher
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| hulltype=Punisher Class
|class=Frigate
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| faction=Amarr Empire  
|grouping=Standard Frigates
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| variations={{Ship|Vengeance}},{{Ship|Retribution}}
|hulltype=Punisher Class
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| tech=  
|faction=Amarr Empire
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| powergrid=67 MW
|race=Amarr
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| cpu=140 tf
|roles=Close range brawler
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| capacitor=400 GJ
|variations={{Ship|Vengeance}}, {{Ship|Retribution}}
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| highs=4
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| turrets=4
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| launchers=0
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| mediums=2
|powergrid=55 MW
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| lows=5
|cpu=124 tf
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| mass=1,190,000 kg
|capacitor=400 GJ
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| volume=28,600
|highs=4
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| cargohold=135
|turrets=3
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| extrahold=
|launchers=0
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| extraholdtype=
|mediums=2
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| dronebay=
|lows=4
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| bandwidth=
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| quote=Harness the Good and punish the Evil.
|mass=1,047,000 kg
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| quote_attribution=The Scriptures, Book I 1:14
|volume=28,600 m&#179;
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| info=The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.
|cargohold=135 m&#179;
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| bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>
+
10% reduction in Small Energy Turret activation cost<br>
|dronebay=0 m&#179;
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4% bonus to all armor resistances
|bandwidth=0 Mbit/sec
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| structurehp=450 HP
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| shieldhp=350 HP
|info=The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.  
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| shieldem=0
+
| shieldexp=50
|bonuses=<b>Traits:</b><br><b>Amarr Frigate skill bonus per level:</b><br>5% Bonus to Small Energy Turret damage<br>4% bonus to armor resistances
+
| shieldkin=40
+
| shieldtherm=20
|structurehp=450 HP
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| armorhp=500 HP
|shieldhp=350 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
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| armorem=50
|armorhp=500 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
+
| armorexp=20
+
| armorkin=25
|maxvelocity=330 m/s
+
| armortherm=35
|inertia=3.35
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| maxvelocity=355 m/sec
|warpspeed=5 AU/s
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| inertia=2.9
|warptime=
+
| warpspeed=5 AU/s
+
| warptime=4.78 s
|targetrange=25 km
+
| targetrange=25.00 km
|sigradius=37 m
+
| sigradius=37 m
|maxlockedtargets=4
+
| maxlockedtargets=4
|sensortype=RADAR
+
| sensortype=RADAR
|sensorvalue=9 points
+
| sensorvalue=10 points
|scanres=640 mm
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| scanres=640 mm
+
| reqskills=*{{RequiredSkill|Amarr Frigate|I}}
|reqskills=*Amarr Frigate I<small>16m</small>
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** {{RequiredSkill|Spaceship Command|I}}
**Spaceship Command I<small>8m</small>
 
|totaltraintime=0d 0h 24m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Punisher Punisher on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=25m 0s
 +
| forumlinks=
 +
| wikireferences=[[Frigates]]<br>
 +
| externallinks=[https://drive.google.com/file/d/1SV_sWWIinoheBaGZgL2nUVJGYwnsNJqJ/view T Sky's T1 Frigate Balance Report]
 +
| highlights1=
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| highlights2=
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| highlights3=
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| highlights4=
 
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==Summary==
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== 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.
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The Punisher is an Amarr [[Frigates#Damage Dealer|Combat Frigate]]. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it 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.
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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 [[Inquisitor]]s can be tough to break.
  
With its damage bonus, tank bonus and 3 turrets the Punisher is a clear winner among the Amarr T1 frigates for the purpose of mission running.
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== Skills ==
 +
* {{sk|Amarr Frigate}} for the armor resist bonus and {{sk|Hull Upgrades}} to fit a strong armor tank synergize very well. Higher resists make your logi's repairs on you stronger in fleets.
 +
* [[Skills:Armor|Armor Compensation]] skills for each damage type to make armor resistance modules even more effective.
 +
* {{sk|Capacitor Management}}, {{sk|Controlled Bursts}}, {{sk|Fuel Conservation}}, and {{sk|Amarr Frigate}} will all help with capacitor, as the Punisher is a very cap-hungry ship.
  
==Skills==
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== Tactics ==
''Further information about additional or recommended skills to pilot Punisher for a specific or its common role(s) can be written here.''
+
PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punisher’s tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially {{sk|Capacitor Management}}, {{sk|Controlled Bursts}}, {{sk|Fuel Conservation}}, and {{sk|Amarr Frigate}}.
  
==Fitting==
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PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleet’s strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet.
{{ShipFitting|
 
ship=Punisher|
 
shipTypeID=597|
 
fitName=PvE Mission Basic|
 
fitID=PvE-Mission-Basic|
 
high1name=Dual Light Pulse Laser I|
 
high1typeID=451|
 
high2name=Dual Light Pulse Laser I|
 
high2typeID=451|
 
high3name=Dual Light Pulse Laser I|
 
high3typeID=451|
 
high4name=Small Nosferatu I|
 
high4typeID=530|
 
mid1name=1MN Afterburner I|
 
mid1typeID=439|
 
mid2name=Cap Recharger I|
 
mid2typeID=1195|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=Small Armor Repairer I|
 
low2typeID=523|
 
low3name=Capacitor Power Relay I|
 
low3typeID=1445|
 
low4name=Heat Sink I|
 
low4typeID=2363|
 
charge1name=Multifrequency S x3|
 
charge1typeID=246|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=open|
 
rig2name=open|
 
rig3name=open|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=597:451;3:530;1:439;1:1195;1:523;1:1445;1:2046;1:2363;1:246;3::|
 
skills=Acceleration Control I</li><li>Afterburner II</li><li>Amarr Frigate III</li><li>Controlled Bursts II</li><li>Capacitor Emission Systems I</li><li>Energy Grid Upgrades II</li><li>Capacitor Management II</li><li>Capacitor Systems Operation II</li><li>Evasive Maneuvering I</li><li>Gunnery III</li><li>Hull Upgrades II</li><li>Mechanics II</li><li>Motion Prediction II</li><li>Rapid Firing II</li><li>Repair Systems II</li><li>Sharpshooter II</li><li>Small Energy Turret III</li><li>Targeting II</li><li>Weapon Upgrades I|
 
notes=}}    {{ShipFitting|
 
ship=Punisher|
 
shipTypeID=597|
 
fitName=PvP Tackler Basic|
 
fitID=PvP-Tackler-Basic|
 
high1name=Gatling Pulse Laser I|
 
high1typeID=450|
 
high2name=Gatling Pulse Laser I|
 
high2typeID=450|
 
high3name=Gatling Pulse Laser I|
 
high3typeID=450|
 
high4name=open|
 
mid1name=1MN Microwarpdrive I|
 
mid1typeID=434|
 
mid2name=Warp Scrambler I|
 
mid2typeID=447|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=400mm Reinforced Steel Plates I|
 
low2typeID=11297|
 
low3name=Micro Auxiliary Power Core I|
 
low3typeID=11563|
 
low4name=Adaptive Nano Plating I|
 
low4typeID=1304|
 
charge1name=Standard S x3|
 
charge1typeID=242|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=open|
 
rig2name=open|
 
rig3name=open|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=597:450;3:434;1:447;1:1304;1:2046;1:11297;1:11563;1:242;3::|
 
skills=Acceleration Control III</li><li>Afterburner III</li><li>Amarr Frigate III</li><li>Controlled Bursts III</li><li>Capacitor Management III</li><li>Capacitor Systems Operation III</li><li>Evasive Maneuvering III</li><li>Gunnery III</li><li>High Speed Maneuvering III</li><li>Hull Upgrades III</li><li>Mechanics III</li><li>Motion Prediction III</li><li>Propulsion Jamming III</li><li>Rapid Firing III</li><li>Sharpshooter III</li><li>Signature Analysis III</li><li>Small Energy Turret III</li><li>Targeting III</li><li>Warp Drive Operation III</li><li>Weapon Upgrades I|
 
notes=The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by fleetmates.}}
 
  
{{ShipFitting|
+
In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything.
ship=Punisher|
 
shipTypeID=597|
 
fitName=Close Range Tackle T1|
 
fitID=Close-Range-Tackle-T1|
 
high1name=Dual Light Pulse Laser I|
 
high1typeID=451|
 
high2name=Dual Light Pulse Laser I|
 
high2typeID=451|
 
high3name=Dual Light Pulse Laser I|
 
high3typeID=451|
 
high4name=Small Nosferatu I|
 
high4typeID=530|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=Warp Scrambler I|
 
mid2typeID=447|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=200mm Reinforced Steel Plates I|
 
low2typeID=11295|
 
low3name=Adaptive Nano Plating I|
 
low3typeID=1304|
 
low4name=Overdrive Injector System I|
 
low4typeID=1244|
 
charge1name=Multifrequency S x3|
 
charge1typeID=246|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=open|
 
rig2name=open|
 
rig3name=open|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=597:451;3:530;1:447;1:5973;1:1244;1:1304;1:2046;1:11295;1:246;3::|
 
skills=|
 
notes=This fit is from Azual Skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html}}    {{ShipFitting|
 
ship=Punisher|
 
shipTypeID=597|
 
fitName=Close Range Tackle T2|
 
fitID=Close-Range-Tackle-T2|
 
high1name=Dual Light Pulse Laser II|
 
high1typeID=3001|
 
high2name=Dual Light Pulse Laser II|
 
high2typeID=3001|
 
high3name=Dual Light Pulse Laser II|
 
high3typeID=3001|
 
high4name=Small Diminishing Power System Drain I|
 
high4typeID=5139|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=Faint Epsilon Warp Scrambler I|
 
mid2typeID=5443|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=200mm Reinforced Rolled Tungsten Plates I|
 
low2typeID=11349|
 
low3name=Adaptive Nano Plating II|
 
low3typeID=1306|
 
low4name=Adaptive Nano Plating II|
 
low4typeID=1306|
 
charge1name=Imperial Navy Multifrequency S x3|
 
charge1typeID=23071|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Trimark Armor Pump I|
 
rig1typeID=30987|
 
rig2name=Small Trimark Armor Pump I|
 
rig2typeID=30987|
 
rig3name=Small Trimark Armor Pump I|
 
rig3typeID=30987|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=597:3001;3:5139;1:5443;1:5973;1:1306;2:2048;1:11349;1:30987;3:23071;3::|
 
skills=|
 
notes=This fit is from Azual Skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html}}
 
  
==Tactics==
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== Notes ==
Note this is all subjective, so feel free to add your own opinions. It is also not complete, so feel free to add again.
+
''You can add notes here.''
  
PvE fitted punishers follow the same basic pattern as all other PVE frigates: fit a minimal active tank, and afterburner, and the biggest bonused guns you can. Being rather tanky due to the resist bonuses while also doing better damage then other ammar frigates, it is the ideal beginner's ships if not for one problem: you eat cap like there is no tomorrow. To fix this, either train up your capacitor skills and controlled bursts, and/or fit a nos in your 4th highslot, fitting skills permitting. Switching to standard crystals instead of multifrequency can also help slightly if you need that one extra rep cycle, but should not relied on.
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{{ShipsMatrix}}
  
PvP fits break down first by active or passive tank, then by pulse laser or autocannon. One variant of note is the laser active tanked variant, sometimes called a "bleeder" fit. These use a nos in the highslots and a massive active tank, with the aim of eliminating almost all of the incoming dps, and slowly grinding the opponent down. Another commonly used variant is the passively tanked auto cannon boat. Due to only needing cap to keep your tackle up, and ample grid and CPU due to autocannons lesser requirements, you can fit a small neut into the high slot, which is devastating to other frigs, as no cap means they can not dictate range.
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[[Category:Ship Database]]
 
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[[Category:Standard Frigates]]
Flying solo or in a small group, the aim is find a compromise between sitting at your optimal and avoiding being in your opponents optimal. For laser ships, this normally involves using scorch, and sitting close to the edge of nos or scram range depending on your fitting, which puts you outside the effective range of blaster and autocannon fitted ships. However, due to only having two mid-slots, your range advantage is lost if the opponent is able to fit a web, so pick your targets with care.
 
 
 
==Notes==
 
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
 
 
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
 

Latest revision as of 16:22, 17 November 2024

EVE University Database
 
Ship Database
Punisher
Punisher
Amarr Empire
Amarr Empire
Standard Frigates
Punisher Class
RELATED UNI-WIKI REFERENCES
Harness the Good and punish the Evil.
– The Scriptures, Book I 1:14


The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
4% bonus to all armor resistances

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
Vengeance
Vengeance.jpg
CornerT2s.png
Vengeance
Assault Frigates Punisher Class
Icon hi slot.png5 (4/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png43 MW Icon cpu.png170 tf
Icon velocity.png295 m/sec
Icon capacity.png210 m³
,Retribution
Retribution.jpg
CornerT2s.png
Retribution
Assault Frigates Punisher Class
Icon hi slot.png5 (0/4) Icon mid slot.png2 Icon low slot.png5
Icon powergrid.png62 MW Icon cpu.png140 tf
Icon velocity.png275 m/sec
Icon capacity.png135 m³

Ship Attributes

Fittings
Powergrid
powergrid
67 MW
CPU
cpu output
140 tf
Capacitor
capacitor
400 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
2
Low
low slots
5
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
355 m/sec
Inertia Modifier
inertia modifier (agility)
2.9
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.78 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
25.00 km
Max Locked Targets
max. locked targets
4
RADAR Sensor
RADAR sensor strength
10 points
Sig. Radius
signature radius
37 m
Scan Res.
scan resolution
640 mm
Structure
Structure Hitpoints
structure hitpoints
450 HP
Mass
ship mass
1,190,000 kg
Volume
ship volume
28,600 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
500 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
350 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Punisher is an Amarr Combat Frigate. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it 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.

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 can be tough to break.

Skills

Tactics

PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punisher’s tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate.

PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleet’s strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet.

In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything.

Notes

You can add notes here.