Difference between revisions of "Punisher"
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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 equaly viable. | 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 equaly viable. | ||
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+ | 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. | ||
==Skills== | ==Skills== |
Revision as of 15:57, 12 June 2012
RELATED UNI-WIKI REFERENCES
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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 Skill Bonus: 5% Bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.
Ship Attributes
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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, and it is slow for a tackler, 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.
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 equaly viable.
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.
Skills
Further information about additional or recommended skills to pilot Punisher for a specific or it's common role(s) can be written here.
Fitting
Tactics
Note this is all subjective, so feel free to add your own opinions. It is also not complete, so feel free to add again.
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 beginners ships if not for one problem: you eat cap like there is no tomorrow. To fix this, either train up your capaciter skills and controled fire, and/or fit a nos in your 4th highslot, fitting skills permiting. Switching to standard crystals instead of multifrequency can also help slightly if you need that one extra rep cycle, but should not relied on.
PvP fits break down first by active or passive tank, then by pulse laser or autocannon. One variant note is the laser active tanked varients, 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 incomeing dps, and slowly grinding the oppolent down. Another commonly used varient 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 devestating to other frigs, as no cap means they can not dictate range.
Flying solo or in a small group, the aim is find a compromise between sitting at your optimal and avoiding being in your oppolents optimal. For laser ships, this normaly 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 haveing two mid slots, your range advantage is lost if the oppolent 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.
- This ships fittings and ECM priority may need edited since Inferno expansion *