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Caldari Basic Ship and Skill Overview: Difference between revisions

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=Caldari General Information=
The Caldari State is one of the four playable factions and has a unique and distinct line of ships.
The Caldari State is one of the four playable factions and has a unique and distinct line of ships.


{{RaceShipInfo|Caldari}}
{{RaceShipInfo|Caldari}}


===Characteristics===
== General Traits ==


====Tank====
The following characteristics are generally shared across most or all Caldari ships:
Caldari ships are designed to be [[Shield_Tanking|shield tanked]] and thus they generally have more medium slots (so as to fit shield modules) and fewer low-slots. They can be passively, actively or buffer tanked depending on the situation, making them incredibly versatile.


====Weapons Systems====
* '''[[Tanking#Shield tanking|Shield tanking]]'''. Caldari ships are designed to be shield tanked. They generally have more medium slots (so as to fit shield modules) and fewer low slots. Some Caldari ships, such as the Merlin, Drake, and Rokh, have bonuses to shield resistances. Many Caldari ships can mount a range of types of shield tank—buffer, active, or passive—depending on the situation. In some limited circumstances, some Caldari ships mount armor tanks (an EWAR ship can armor tank using its low slots to free up mid slots for more EWAR), but shield tanking is usually the order of the day.
Caldari ships favor the use of [[Missile_Launchers|missiles]] and, to a lesser extent, [[Turrets#Hybrid_Turrets|hybrid turrets]].
* '''[[Missiles]]'''. Of the four factions, Caldari are most closely identified with using missiles. A line of Caldari ships have missile bonuses: examples include the Kestrel, Corax, Caracal, Drake, and Raven. Sometimes these bonuses boost missiles' range, as well as their damage.
*[[Missile_Launchers|Missile Launchers]] can be categorized into two categories: short range launchers and long range launchers. Short range launchers sacrifice the range of the long range launchers for a higher rate of fire.
** Missiles don't use capacitor to fire, have good ranges, and always hit if they catch up with their target. Unlike lasers and hybrid turrets, missile launchers have selectable damage types, and unlike projectile turrets, the damage selection is easy and simple.
:There is a delay between shooting a missile and the missile reaching a target, which can lead to problems in PvP. This can be at least partially counteracted by using short range missiles.
** On the other hand, missile damage takes a while to arrive (as the missile must travel to its target), which can be a weakness in PvP; very fast ships can outrun missiles. Medium and large missiles often have particular trouble applying their damage to smaller targets. And to balance out the highly selectable damage, reloading a missile launcher takes a long time.
:Missiles do the same damage at all ranges, but are heavily impacted by a targets speed and signature size. Missiles can do any damage type allowing the pilot to select the proper ammunition on a situational basis, making missile ships especially capable mission running ships. Caldari ships often have bonuses for kinetic missile damage, making the damage done with kinetic missiles particularly formidable. Missiles use no capacitor to fire.
* '''[[Turrets#Hybrid turrets|Hybrid Turrets]]'''. Other Caldari ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
*[[Turrets#Hybrid_Turrets|Hybrid turrets]] come in two varieties: blasters (short-range) and railguns (long-range). Caldari (hybrid) ships generally have range bonuses for hybrid turrets. Hybrid turrets always do kinetic and thermal damage and ammunition is on a sliding scale with the ammunition that does the highest damage generally having the shortest range and requiring the most capacitor to fire.
** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged turrets (autocannon and pulse lasers).
** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Some Caldari ships are particularly well-suited to sniping at long range with railguns.
* '''[[Electronic Countermeasures|ECM jamming]]'''. The Caldari racial EWAR specialty is ECM ("electronic countermeasures"). ECM is an especially powerful form of EWAR: it does not suffer from [[Stacking penalties|stacking penalties]], unlike the other three main types of EWAR, and it can completely remove a target's ability to attack anything other than the ECM-jamming ship itself. In the larger ECM ships, it can also have a very long range. The Caldari are the only faction to have a T1 battleship with dedicated EWAR bonuses, the Scorpion. The main drawbacks of ECM are that it is chance-based, and can fail repeatedly if you're unlucky and that any ship using it is usually a primary target because it is widely feared.
* '''Fragility'''. The flipside of the extremely strong shields on Caldari ships is somewhat more fragile armour and hull hitpoints.
* '''Smaller dronebays'''. Caldari ships tend to have smaller dronebays and more limited drone bandwidth for their size and class: Caldari pilots begin to have access to enough drone space to launch a full flight of light drones when they get into battlecruisers, while Gallente ships, by contrast, offer this capacity as early as the {{sh|Tristan}}—a T1 frigate.  


====Drones====
If there is a broader hallmark of Caldari ships, it is perhaps '''range'''. Both Caldari missile ships and Caldari hybrid turret ships often have bonuses that help them fight at long range. Caldari ships can still fight effectively at close range, and a torpedo Raven or blaster Rokh is a dangerous opponent, but they can outshine other factions at long or very long ranges.
Caldari Ships generally have a relatively small drone bay.
====Electronic Warfare====
The Caldari State favors the Electronic Counter Measures (ECM) as their method of Electronic Warfare, and several Caldari ships receive ECM bonuses. ECMs are an incredibly strong form of electronic warfare, forcing an enemy ship to break its target lock for the duration of the cycle time.  


== Notable uses ==


===Skills===
'''PvE'''
For general skills that benefit all pilots, see [[Basic_Skills|Basic Skills]] and [[Support_Skills|Support Skills]].


Every pilot should think about which skills they want to train in order to reach their goals. The following only touches on basic and essential skills and should only serve as a guideline.
The fact that missiles allow players complete control over which damage type they deal, permitting precise targeting of NPCs' weak points, combined with the very long range missiles can achieve on some Caldari hulls, make Caldari missile ships popular for PvE combat. A typical progression for mission running might be the Kestrel and Corax for Level 1 missions, the Caracal for L2s, the Drake for L3s, and the Raven for L4s. The Drake can mount a famously effective low-management passive shield tank. The missile, shield, and ship command skills trained for PvE combat in Caldari missile ships are one half of the skills necessary to do well in [[Guristas]] ships, the {{sh|Worm}}, {{sh|Gila}}, and {{sh|Rattlesnake}}, and Guristas ships are popular for high-end PvE such as lucrative nullsec ratting and mid-tier [[Abyssal Deadspace]] runs.


One may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
The Cormorant, with its many high slots, makes a good basic salvaging ship.


=====Ship Command Skills=====
'''PvP'''
[[http://wiki.eveuniversity.org/Basic_Skills#Ship_Command Ship Command Skills]]


In order to fly a ship, pilots must train the appropriate skill for that ship. For Caldari these include:
T1 Caldari ships find various popular niches in PvP combat. The Merlin and Kestrel can do well in faction warfare frigate fights, and the Merlin's toughness and potential DPS at short ranges can make gangs of them a danger to much larger, more expensive targets. The Caracal can contribute usefully to a fast-moving gang with mid-range damage and good damage against small ships if fitted with Rapid Light Missile Launchers; the skills used in a Caracal prepare a character for a kiting-fitted {{sh|Osprey Navy Issue}}, a popular ship for solo and small gang PvP, and for the advanced Tech 2 {{sh|Cerberus}}, which is used in some popular fleet compositions. Caldari hybrid turret ships are often prized for their range. The Ferox, for instance, can be made the backbone of a sniping fleet. The Osprey is a good T1 remote-shield-boost ship if several Ospreys can group up (the ship is designed for team use), and this role prepares pilots for the extremely powerful {{sh|Basilisk}}.
*Caldari Frigate
*Caldari Destroyer
*Caldari Cruiser
*Caldari Battlecruiser
*Caldari Battleship
*Caldari Industrial


====Fitting Skills====
Both the small Griffin frigate and the medium-sized Blackbird cruiser are highly valued gang and fleet ships, as their ECM abilities offer a potentially huge battlefield impact in cheap, expendable hulls: ECM jams on opposing [[Logistics|logistics]] ships, tackle, or EWAR can swing a battle, and jams on opposing damage dealers can tip the DPS race in the right direction. The Scorpion sees some use, but its larger size, more limited agility and speed, and greater cost send ECM pilots to the smaller ECM ships more often.
[http://wiki.eveuniversity.org/Basic_Skills#Fitting Fitting Skills]


In order to fit Caldari ships in particular, but also other ships, effectively and efficiently, certain skills should be trained:
== Skills ==
*[[Skills:Engineering#Power_Grid_Management| Power Grid Management]]
*[[Skills:Engineering#CPU_Management| CPU Management]]
*[[Skills:Engineering#Weapon_Upgrades| Weapons Upgrades]]
**[[Skills:Engineering#Advanced_Weapon_Upgrades| Advanced Weapon Upgrades]]


====Capacitor Skills====
Caldari ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals.
[http://wiki.eveuniversity.org/Support_Skills#Capacitor Capacitor Skills]


While Caldari ships don’t generally depend on capacitor as much as other races, capacitor is still important for active shield tanking and propulsion modules. Certain skills can be trained in order to achieve an optimal size, recharge rate and efficiency for a ships capacitor.
That said, there are some considerations that are specific to Caldari ships. Pilots using Caldari ships will want to polish their skills in [[Skills:Missiles|using missiles]], [[Skills:Gunnery|gunnery]], and [[Skills:Shields|the use of shields]]. Given Caldari strengths at range, {{sk|Missile Bombardment}}, {{sk|Missile Projection}}, {{sk|Sharpshooter}},{{sk|Trajectory Analysis}} and {{sk|Long Range Targeting}} might be higher priorities for pilots flying these ships. Though hybrid turrets are not as capacitor hungry as lasers, pilots using Caldari turret ships will want good capacitor skills and {{sk|Controlled Bursts}}.


====Mobility Skills====
Caldari ships tend to have small dronebays for their size and class, and pilots flying Caldari ships will be able to leave drone skills until a little later than Gallente pilots would. However, once you train in battlecruisers and battleships, you will want a full flight of drones and adequate drone support skills.
[http://wiki.eveuniversity.org/Support_Skills#Mobility Mobility Skills]


Mobility skills increase the agility and speed of a ship, which can be a lifesaver, even for the most cumbersome of ships.
== Ships ==


====Shield Tanking Skills====
Here are the Caldari T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.
[http://wiki.eveuniversity.org/Basic_Skills#Shield_Tanking Shield Tanking Skills]


Caldari ships are generally designed as shield tanks. This means that it is necessary to achieve a certain level of proficiency for shield support skills, including eventually being able to fit a T2 shield tanking module. To do this, following skills can be trained:
=== Corvette ===
*[[Skills:Shields#Shield_Upgrades| Shield Upgrades]]
*[[Skills:Shields#Shield_Operation| Shield Operation]]
*[[Skills:Shields#Tactical_Shield_Manipulation| Tactical Shield Manipulation]]
*[[Skills:Shields#Shield_Management| Shield Management]]
*[[Skills:Engineering#Energy_Grid_Upgrades| Energy Grid Upgrades]]
*[[Skills:Shields#Shield_Compensation| Shield Compensation]]


====Weapons Skills====
Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
=====Missile Skills=====
[[Skills:Missiles| Missile Skills]]


In order to use a missile launcher, it is necessary to train the following skill:
*[[Skills:Missiles#Missile_Launcher_Operation | Missile Launcher Operation]]
In order to put missiles in your missile launcher, you have to additionally train the appropriate missile skills. For example:
*[[Skills:Missiles#Light_Missiles| Light Missiles]]
*[[Skills:Missiles#Heavy_Missiles| Heavy Missiles]]
*[[Skills:Missiles#Cruise_Missiles| Cruise Missiles]]
*etc.
The missile skills are partially based on each other, meaning that in order to train a higher skill, you may need to train a lower skill.
Each additional level of the appropriate missile type brings a 5% bonus to missile damage for that missile type.
Furthermore there are various support skills, which make missiles more effective:
*[[Skills:Missiles#Missile_Bombardment| Missile Bombardment]]
*[[Skills:Missiles#Guided_Missile_Precision| Guided Missile Precision]]
*[[Skills:Missiles#Missile_Projection| Missile Projection]]
*[[Skills:Missiles#Rapid_Launch| Rapid Launch]]
*[[Skills:Missiles#Target_Navigation_Prediction| Target Navigation Prediction]]
*[[Skills:Missiles#Warhead_Upgrades| Warhead Upgrades]]
*[[Skills:Targeting#Long_Range_Targeting| Long Range Targeting]] (though not strictly a  missile skill, this is useful due to the long-range nature of missiles)
=====Hybrid Turrets=====
[http://wiki.eveuniversity.org/Basic_Skills#Gunnery Hybrid Turrets]
Caldari Pilots who choose to use hybrid turrets require a completely different skillset from their missile using counterparts.
To maximize the effectiveness of turrets, pilots can train:
*[[Skills:Gunnery#Gunnery| Gunnery]]
*Hybrid Turrets
**[[Skills:Gunnery#Small_Hybrid_Turret| Small Hybrid Turret]] for Frigates/Destroyers
**[[Skills:Gunnery#Medium_Hybrid_Turret| Medium Hybrid Turret]] for Cruisers/Battlecruisers
**[[Skills:Gunnery#Large_Hybrid_Turret| Large Hybrid Turret]] for Battleships
*[[Skills:Gunnery#Motion_Prediction| Motion Prediction]]
*[[Skills:Gunnery#Rapid_Firing| Rapid Firing]]
*[[Skills:Gunnery#Sharpshooter| Sharpshooter]]
*[[Skills:Gunnery#Surgical_Strike| Surgical Strike]]
*[[Skills:Gunnery#Trajectory_Analysis| Trajectory Analysis]]
*[[Skills:Gunnery#Controlled_Bursts| Controlled Bursts]]
====Drone Skills====
[http://wiki.eveuniversity.org/Basic_Skills#Drones Drones]
Bigger Caldari ships can generally fit drones. Pilots planning to do this should train the appropriate skills.
====Rigs====
[http://wiki.eveuniversity.org/Support_Skills#Rigging Rigs]
Most ships can fit rigs, these need to be trained appropriately.
=Corvette=
The corvette is the first ship you start with. If you are Caldari, it will be an Ibis. A new corvette is given whenever you dock in your pod at a station where you do not have any ships.
==Ibis==
{{Ship|Ibis|box}}
{{Ship|Ibis|box}}
An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.
An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.


 
=== Frigate ===
=Frigate=


Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.  
Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.  
{{Ship|Bantam|box}}
{{Ship|Bantam|box}}
The Bantam's role was changed from that of mining frigate to logistics frigate in the Retribution patch.


The Bantam's role was changed from that of mining frigate to logistics frigate in the Retribution patch.
<br><br>


{{Ship|Condor|box}}
{{Ship|Condor|box}}
The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.


The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.
<br><br>


{{Ship|Griffin|box}}
{{Ship|Griffin|box}}
The Griffin is an [[Electronic warfare|Electronic Counter Measure]] frigate, often seen in E-UNI fleets offering [[Electronic warfare|Electronic Warfare]] support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other, or breaking Warp Disruption, allowing an escape.
For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.


The Griffin is an [[EWar 101 Guide|Electronic Counter Measure]] frigate, often seen in E-UNI fleets offering [[EWar 101 Guide|Electronic Warfare]] support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other or to break Warp Disruption, allowing an escape.
For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.
<br><br>


{{Ship|Heron|box}}
{{Ship|Heron|box}}
The Heron is the T1 Caldari [[probe scanning]] frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.


The Heron is the T1 Caldari [[Scanning_%26_Probing|probing]] frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.
<br><br>


{{Ship|Kestrel|box}}
{{Ship|Kestrel|box}}
The Kestrel is a commonly flown frigate in New Eden, both for PvP and PvE. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges, and falloff.


The Kestrel is a commonly flown frigate in New Eden. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff.
<br><br>


{{Ship|Merlin|box}}
{{Ship|Merlin|box}}
The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets makes it a relatively quick train.


The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets make it a relatively quick train.
<br><br>


=Destroyer=
=== Destroyer ===


Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.  
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.  


{{Ship|Corax|box}}
{{Ship|Corax|box}}
The Corax was introduced in the Retribution expansion. An alternative to the Cormorant's hybrid turret weapon preference, it offers new pilots the opportunity to follow the missile centric play style of the Kestrel and, later, the Caracal, without being forced to train into the gunnery skills of the Cormorant. The Corax's fragile tank lends itself well to a sniping style of combat, one that uses the ship's nimble body to keep it at ranges larger than 20Km. In PVE, by keeping targets at range, the Corax should have no problem running most level 1 and level 2 missions. The same philosophy works for PVP where the Corax can kite most ships with relative ease.


The Corax was introduced in the Retribution expansion. An alternative to the Cormorant's hybrid turret weapon preference, it offers new pilots the opportunity to follow the missile centric play style of the Kestrel and, later, the Caracal, without being forced to train into the gunnery skills of the Cormorant. The Corax's fragile tank lends itself well to a sniping style of combat, one that uses the ship's nimble body to keep it at ranges larger than 20Km. In PVE, by keeping targets at range, the Corax should have no problem running most level 1 and level 2 missions. The same philosophy works for PVP where the Corax can kite most ships with relative ease.
<br><br>


{{Ship|Cormorant|box}}
{{Ship|Cormorant|box}}
The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size, it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.  When it is used in PvE as a combat ship (Level 1 missions and the Sisters of EVE storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.  In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.


The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.  When it is used in PvE as a combat ship (Level 1 missions and the Sisters of Eve storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.  In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.
<br><br>


=Cruiser=
=== Cruiser ===


Cruisers are Eve's medium-sized ships.  
Cruisers are EVE's medium-sized ships.  


{{Ship|Blackbird|box}}
{{Ship|Blackbird|box}}
The Blackbird makes a formidable [[EWAR]] ship and is generally used as such.


The Blackbird makes a formidable [[EWar_101_Guide| ewar]] ship and is generally used as such.
You can find a detailed discussion of Blackbird fitting [[ECM_Guide#Fitting_Fleet_Blackbirds|here]].
<br><br>


{{Ship|Caracal|box}}
{{Ship|Caracal|box}}
The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increase the range of its missiles, as well as a rate of fire bonus for missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. It has no bonus for a specific damage type, so can match the missile type to the NPC.
The Caracal is also very popular for PvP, for example as a dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.


The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increasing the range of its missiles, as well as a rate of fire bonus for missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. It has no bonus for a specific damage type, so can match the missile type to the NPC.
<br><br>
There are some niche uses for the Caracal in PvP, for example as dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.
<br><br>


{{Ship|Moa|box}}
{{Ship|Moa|box}}
With the retribution patch, the Moa now has a bonus to hybrid damage as well as the usual shield resistance, rather than the previous range bonus. This means the Moa is now more suited to being a pure brawler rather than a sniper. With the extra damage, the Moa is quite suitable for PvE, and could also serve as a PvP brawler.


With the retribution patch, the Moa now has a bonus to hybrid damage as well as the usual shield resistance, rather than the previous range bonus. This means the Moa is now more suited to being a pure brawler rather than a sniper. With the extra damage the Moa is quite suitable for PvE, and could also serve as a PvP brawler.
<br><br>


{{Ship|Osprey|box}}
{{Ship|Osprey|box}}
The Osprey was changed in the Retribution patch to a full logistics cruiser. It is a t1 version of the more capable Basilisk but is by no means ineffective. It is one of the two Shield logistics ships, and because of its bonus to Energy Transfer works best when paired with other Ospreys or Basilisks.


The Osprey was changed in the Retribution patch to a full logistics cruiser. It is a t1 version of the more capable Basilisk, but is by no means ineffective. It is one of the two Shield logistics ships, and because of its bonus to Energy Transfer works best when paired with other Ospreys or Basilisks.
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=Battlecruiser=
=== Battlecruiser ===


Battlecruisers are sometimes considered a more powerful version of Destroyer class ships.  They fit the same sized weapons as Cruisers except for the Attack Battlecruisers which fit Battleship sized weapons, and are more widely used as a damage dealing ship than Destroyers.  
Battlecruisers are sometimes considered a more powerful version of Destroyer class ships.  They fit the same sized weapons as Cruisers except for the Attack Battlecruisers which fit Battleship sized weapons, and are more widely used as a damage dealing ship than Destroyers.  


{{Ship|Drake|box}}  
{{Ship|Drake|box}}  
The Drake is an incredibly strong PvE ship due to its shield resistance which gives it an impressive tank. Unfortunately, it also features slow speed and relatively low DPS for a battlecruiser. Although it was at some time one of the most popular ships for PvP, due to ship balancing it is now only occasionally used PvP, typically as bait.
It is however still very effective in PvE because of its tank and range and its ease of use, especially with a passive tank.


The Drake is an incredibly strong ship due to its shield resistance and kinetic missile damage bonuses. It can be effectively fitted for both PvE and PvP and is in both situations incredibly resilient. The Drake is used in a wide variety of situations, including alliance/null warfare.
<br><br>


{{Ship|Ferox|box}}
{{Ship|Ferox|box}}
The Ferox is a versatile battlecruiser capable of a strong [[Tanking#Shield tanking|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. It is a popular fleet PvP ship and part of some Nullsec fleet doctrines.


The Ferox is a versatile battlecruiser capable of a strong [[Shield_tanking#Shield_Tanking_Styles|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. However, it is overshadowed by the [[#Drake|Drake]], whose six damage-bonused launchers surpass the Ferox's seven turrets, and its hybrid turret range bonus is generally less favored than the damage bonus of the Gallente [[Gallente_Basic_Ship_and_Skill_Guide#Brutix|Brutix]] battlecruiser.
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{{Ship|Naga|box}}
{{Ship|Naga|box}}
The Naga is the Caldari attack battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets but is rarely seen in PvP as pure sniper configurations are not effective with current doctrines.


The Naga is the Caldari tier 3 battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets, making it incredibly effective in PvP.
=== Battleship ===
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=Battleship=


Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and mostly used as a damage dealing combat ship in Eve, although there are several Battleships that have different role, such as the Scorpion.  
Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and are mostly used as a damage dealing combat ships in EVE, although there are several Battleships that have a different role, such as the Scorpion.  


{{Ship|Raven|box}}
{{Ship|Raven|box}}
The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or an X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of
light drones and one flight of medium drones. In addition, it is a very slow ship, as most Caldari boats are.


The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or a X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of
For PvP, it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.  
light drones and one flight of medium drones. In addition it is a very slow ship, as most Caldari boats are.


For PvP it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.
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{{Ship|Rokh|box}}
{{Ship|Rokh|box}}
The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal with more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 300km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease of use. It does have a role as one of the entry options for new pilots who want to join [[Incursions]].


The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 250km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease-of-use.
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{{Ship|Scorpion|box}}
{{Ship|Scorpion|box}}
The Scorpion is the Caldari [[ECM]] Battleship. With its 8 mid-slots, it is capable of fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose to rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.
=== Haulers ===
Caldari [[haulers]] tend to have the highest base cargo but as they don't have many low slots they cannot expand their cargo as well as other factions.
{{Ship|Badger|box}}
The Badger is the basic Caldari hauler ship. It's useful to train to use a Caldari hauler in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.


The Scorpion is the Caldari [[EWar_101_Guide#Electronic_Counter_Measures_.28ECM.29| ECM]] Battleship. With its 8 mid-slots, it is capable of either fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.  
{{Ship|Tayra|box}}
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The Tayra (formerly called the Badger Mark II) has a cargo hold considerably larger than the Badger's. However, it is marginally slower at subwarp speeds, is less tanky, has less fitting room and takes longer to turn. In general, though, the larger cargo hold offsets the disadvantages and so training Caldari Hauler to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.


=Industrial=
==Missile Tips==
{{main|Missiles}}


{{Ship|Badger|box}}
For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:
 
* "Mjolnir": EM damage
* "Inferno": thermal damage
* "Scourge": kinetic damage
* "Nova": explosive damage
 
In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.
 
A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the [[Tactical overlay|tactical overlay]] and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.
 
Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. When missiles aren't going to apply damage well, you can try using small drones to scrape small targets off you.
 
==Hybrid Turret Ammo Tips==
 
{{main|Turrets#Hybrid ammo|Hybrid Ammo}}


The Badger is the basic Caldari industrial hauler ship. It's useful to train to use a Caldari Industrial in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.
Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.
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{{Ship|Badger_Mark_II|box}}
In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.


The Tayra (formerly called the Badger Mark II) has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.
For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike ammo.
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=Related Links=
== Related Links ==
*[http://eve.ciambotti.com/shipfitting_parser.php Ship Fitting wiki editing parser]
{{ShipGuideLinks}}  
{{ShipGuideLinks}}  


[[Category:Ships]]
[[Category:Ships]]