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** 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). | ** 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. | ** 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. | * '''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. | * '''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. | ||
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== Skills == | == 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 [[ | 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. | ||
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}}. | 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}}. | ||
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{{Ship|Blackbird|box}} | {{Ship|Blackbird|box}} | ||
The Blackbird makes a formidable [[ | The Blackbird makes a formidable [[EWAR]] ship and is generally used as such. | ||
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{{Ship|Scorpion|box}} | {{Ship|Scorpion|box}} | ||
The Scorpion is the Caldari [[ | 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 === | === Haulers === | ||
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{{Ship|Tayra|box}} | {{Ship|Tayra|box}} | ||
The Tayra (formerly called the Badger Mark II) has a cargo hold | 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. | ||
==Missile Tips== | ==Missile Tips== | ||