Difference between revisions of "Raven Navy Issue"
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==Tactics== | ==Tactics== |
Revision as of 11:48, 26 September 2013
RELATED UNI-WIKI REFERENCES
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The Navy Issue Raven represents the best the Caldari have to offer on the battlefield: an all-out assault vessel with tremendous electronic warfare capabilities. Commissioned by Caldari Navy Special Operations Command a decade ago in response to a spate of coordinated Gurista attacks which threatened to decimate the populations of several planets in the Obe system, this hefty warship has since proven its worth many times over. SHIP BONUSES
Caldari Battleship Skill Bonus:
Ship Attributes
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Summary
The Raven Navy Issue (commonly abbreviated CNR, and sometimes RNI) is a logical progression from the standard Raven, with more fitting, better capacitor and better base tank. The Navy Raven loses the Raven's rate of fire bonus but makes up for it with an additional launcher slot, meaning its damage to battleships is roughly the same. Meanwhile the Navy Raven gains an explosion radius bonus, meaning it will do more damage to smaller targets.
The Navy Scorpion and Navy Raven are similar ships and are often compared. The Navy Scorpion has a stronger tank and is easier to fit, while the Navy Raven has a longer range and does more damage to smaller targets due to its explosion velocity bonus.
Skills
- Caldari Battleship to at least IV to take advantage of the range buff and increased damage to smaller targets that comes with every extra level in the skill.
- Cruise Missiles, and Torpedos should be trained to V, and Cruise Missile Specialization/Torpedo Specialization to at least I to fit T2 Launchers, which do more damage and can be substantially cheaper than meta 4 variants, along with providing the ability to use T2 ammo types.
- Missile Launcher Operation, Rapid Launch, 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.
- Along with the requisite Engineering and Electronics skills required for adequately fitting most ships. Weapon upgrades and Advanced Weapon Upgrades should be trained to V and IV respectively to help alleviate fitting problems.
- Guided Missile Precision, Target Navigation Prediction and Target Painting to at least IV to combat smaller targets and gain access to the T2 Target Painter module.
- Electronic Warfare should be trained to level III to allow training of Long Distance Jamming which increases the optimal range of target painters by 10% per level.
- Missile Projection and Missile Bombardment to at least IV and ideally V to maximize the range at which all missiles travel.
- Drones V, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Operation I/Minmatar Drone Operation I are all are important for getting as much DPS out of the drone bay as possible.
- Shield Operation and Shield Management should be trained to at least IV to improve shield capacity and recharge rate. While Tactical Shield Manipulation should be trained to V remove shield penetration chance and to allow the use of the T2 Shield Boost Amplifier module.
- Shield Upgrades should be trained to IV to allow the use of T2 Shield Hardeners, Resistance Amplifiers, Shield Boosters, Shield Power Relays, Shield Extenders and Shield Rechargers.
- EM Shield Compensation, Thermic Shield Compensation, Kinetic Shield Compensation, and Explosive Shield Compensation trained to level IV to further improve shield resistances.
- Finally, Hull Upgrades should be trained to level IV to allow use of the T2 Damage Control module.
Fitting
Tactics
No sub-article about Raven Navy Issue roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Raven Navy Issue here.