Difference between revisions of "Cerberus"

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==Skills==
 
==Skills==
''Further information about additional or recommended skills to pilot Cerberus for a specific or it's common role(s) can be written here.''
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==Skills==
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*'''[[Skills:Spaceship Command#Heavy_Assault_Crusiers|Heavy Assault Crusiers]]''' to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.
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*'''[[Skills:Missile Launcher Operation#Heavy Missiles|Heavy Missles]]''' V, '''[[Skills:Missile Launcher Operation#Heavy Assault Missiles|Heavy Assault Missiles]]''' V, and '''[[Skills:Missile Launcher Operation#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missile Launcher Operation#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]]''' to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 varaints, along with the ability to use T2 ammo types.
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*'''[[Skills:Missile Launcher Operation#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missile Launcher Operation#Rapid Launch|Rapid Launch]], [[Skills:Missile Launcher Operation#Warhead Upgrades|Warhead Upgrades]]''', skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
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*Along with the requisite '''[[Skills:Engineering#Engineering|Engineering]]''' and '''[[Skills:Electronics#Electronics|Electronics]]''' skills required for adequately fitting most ships. '''[[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Gunnery#Advanced Weapon upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems.
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*'''[[Skills:Missile Launcher Operation#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missile Launcher Operation#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronics#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module.
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*'''[[Skills:Missile Launcher Operation#Missile Projection|Missile Projection]]''' and '''[[Skills:Missile Launcher Operation#Missile Bombardment|Missile Bombardment]]''' to at least IV and ideally V to maximize the range at which all missiles travel.
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*'''[[Skills:Engineering#Shield Operation|Shield Operation]]''' and '''[[Skills:Engineering#Shield Management|Shield Management]]''' should be trained to at least IV to improve shield capacity and recharge rate. While '''[[Skills:Engineering#Tactical Shield Manipulation|Tactical Shield Manipulation]]''' should be trained to V remove shield penetration chance and to allow the use of the T2 [[Shield_Tanking#Shield_Boost_Amplifiers|Shield Boost Amplifier]] module.
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*'''[[Skills:Engineering#Shield Upgrades|Shield Upgrades]]''' should be trained to IV to allow the use of T2 '''[[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]]''' and '''[[Shield_Tanking#Shield_Rechargers|Shield Rechargers]]'''.
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*'''[[Skills:Engineering#EM Shield Compensation|EM Shield Compensation]], [[Skills:Engineering#Thermic Shield Compensation|Thermic Shield Compensation]], [[Skills:Engineering#Kinetic Shield Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Engineering#Explosive Shield Compensation|Explosive Shield Compensation]]''' trained to level IV to further improve shield resistances.
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*Finally, '''[[Skills:Mechanics#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.
  
 
==Fitting==
 
==Fitting==

Revision as of 15:55, 17 June 2013

EVE University Database
 
Ship Database
Cerberus
CornerT2h.png
Cerberus
Caldari State
Caldari State
Heavy Assault Ships
Caracal Class
RELATED UNI-WIKI REFERENCES

No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.

Developer: Lai Dai

Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.

SHIP BONUSES

Caldari Cruiser Skill Bonus:
5% bonus to Kinetic Missile damage and 10% bonus to Missile velocity per level
Heavy Assault Ship Skill Bonus:
10% bonus to Heavy Assault and Heavy Missile flight time and 5% bonus to Missile Launcher rate of fire per level

Required Skills
  • Caldari Cruiser V29d 15h 6m
    • Spaceship Command II
    • Caldari Destroyer III
      • Caldari Frigate III2d 2h 17m
  • Heavy Assault Ships I50m
    • Energy Grid Upgrades V
      • Engineering II
      • Science I
    • Weapon Upgrades V11d 20h 26m
      • Gunnery II
    • Spaceship Command V5d 22h 13m
    • Energy Management IV4d 4h 34m
      • Engineering IV
Training Time what's this?
62d 6h 47m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Caracal
Caracal.jpg
Caracal
Standard Cruisers Caracal Class
Icon hi slot.png5 (5/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png630 MW Icon cpu.png430 tf
Icon velocity.png230 m/sec
Icon capacity.png450 m³
, Caracal Navy Issue
Caracal Navy Issue.jpg
CornerTFs.png
Caracal Navy Issue
Faction Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png6 Icon low slot.png3
Icon powergrid.png900 MW Icon cpu.png465 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
635 MW
CPU
cpu output
440 tf
Capacitor
capacitor
1,062.5 GJ
High
high slots
6
Launchers
launcher slots
5
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
2
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
175 m/s
Inertia Modifier
inertia modifier (agility)
0.464
Warp Speed
inertia modifier (agility)
3.8 AU/s
Base Time to Warp
base time to warp
8.17 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
Drone Capacity
drone capacity
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
80 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
16 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
282 mm
Structure
Structure Hitpoints
structure hitpoints
1,406 HP
Mass
ship mass
12,720,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
650 m³
Armor
Armor Hitpoints
armor hitpoints
1,196 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
86
KIN
kinetic resistance
63
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
2,004 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
80
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

The Cerberus is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang pvp work, with the hull bonus making the range on HAMs more reasonable.

The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.

Skills

Skills

Fitting

No tagged fittings for Cerberus.

Tactics

No sub-article about Cerberus roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Cerberus here.