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User:Miranda mclaughlin/Caldari Ships 101 Update: Difference between revisions

From EVE University Wiki
General characteristics and shield tanking.
Kivena (talk | contribs)
m removing categories so you don't clutter up category pages :)
 
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[[Category:Syllabi]]
[[Category:Classes]]
[[Category:Tier 4 Classes]]
== Class Information ==
== Class Information ==
This is a syllabus for a class provided by EVE University.  This section contains information about this class and its contents. '''General Information''' includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under '''Notes for the Teacher'''.  
This is a syllabus for a class provided by EVE University.  This section contains information about this class and its contents. '''General Information''' includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under '''Notes for the Teacher'''.  
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*** Used for fleet PvP
*** Used for fleet PvP
*** Allows logistics time to save you
*** Allows logistics time to save you
----- Checkpoint -----


==== Missiles ====
==== Missiles ====
* Any damage type
* Fully selectable damage type
** Caldari missile ships often have damage bonuses specifically for kinetic missiles
** Match damage type with enemy weakness
* You don't have to worry about tracking, optimal and falloff
** Useful for PvE
** Same damage at any range
* Missiles take time to travel to target
* Damage can greatly reduced by target's speed and size
** Result is less popular usage in PvP
* Don't use capacitor to fire
* Does not use capacitor
* Very easy to use weapon system
* Damage dependent on target signature radius and speed, not angular velocity and range
* Can match damage type to enemy's weakness
* Caldari ships damage bonus usually for kinetic (scourge) missiles
** Extremely useful in PvE when you know the enemies' weaknesses going in
* Can be somewhat problematic in long range PvP due to travel time issues
* 10 second reload time


==== Hybrid turrets ====
==== Hybrid turrets ====
* Blasters for short range, railguns for long range
* Does kinetic and thermal damage
** Blasters: compared to other turrets, shortest range, highest potential DPS
* Caldari ships favor range bonus over damage bonus
** Railguns: compared to other turrets, longest range, possibly lowest DPS
** Helps offset short range of blasters
* Caldari hybrid platforms usually have range bonuses
** Makes for great sniping platforms
** Can potentially favor sniping with rails
* Blasters
** Can also be used to mitigate blasters' really short base range, however
** Highest potential dps
* Always use kinetic/thermal damage
** Very short range ofter prevents realizing this potential
* Use some capacitor to fire
** Good tracking
* Ammo is on a sliding scale from high damage/short range (Antimatter) to low damage/long range (Iron)
** T2 ammo
* T2 hybrids can use T2 ammo types as well
*** Void
** Railguns
**** Highest damage, decent range
*** Spike -- Ridiculously long range
*** Null
*** Javelin -- Close range, higher damage than regular ammo
**** Increased range, decent damage
** Blasters
* Railguns
*** Null -- Longer range than regular ammo
** Largest optimal range
*** Void -- Close range, higher damage than regular ammo
** Damage closer to beam lasers than artillery
** T2 ammo
*** Javelin
**** Increased tracking, Greatly reduced range
*** Spike
**** Greatly increased range, Greatly reduced tracking


==== ECM ====
==== ECM ====
* Caldari racial EWAR type
* Breaks all locks of target and prevents target from locking for a period of time
* Chance based -- succeeds or fails
* Chance based, pilot jamming strength vs target sensor strength
* Requires lots of attention to manage properly
* Greatly affected by bonused hulls
* If successful, prevents enemy from locking anything for duration of module cycle (usually 20 seconds)
* Race specific modules
* Can be very annoying to fight against
** Most fits use up many mid slots
** Can deter fights as other pilots don't like facing ECM
* Range second only to sensor dampening
* Does not work well on ships without a bonus to it
* Excessive amounts may prevent others from willingly fighting
** Typically fitted on specific Caldari hulls
 
* Medium range -- longer on some ships and with good skills)
 
* Uses a lot of mid slots
=== Ships ===
* Doesn't require lots of training to get off the ground -- good role for a new pilot in a Uni warfleet
 
==== Ship Roles ====
* Attack ships
** Focuses on speed rather than tank or fitting ability
* Combat ships
** General purpose warships
* Support (Logistics) ships
** Repair other ships
* Disruption (EWAR) ships
** Increases friendly or reduces enemy ship effectiveness
* Exploration (frigates only)
** Designed for finding and running exploration sites


=== Caldari Ships ===
==== Frigates ====
==== Frigates ====


===== Ibis =====
===== [[Ibis]] =====
* Rookie (Or "Noob") ship
* Rookie ("Noob") ship
* 2/2/2 slot layout
* Free ship you get whenever you dock in a station that you don't currently have a ship in
* Free ship you get whenever you dock in a station that you don't currently have a ship in
* Recently buffed, is semi-useful in combat now
* Little combat ability
* Decent ECM bonus
* '''Bonuses'''
** Role bonuses
*** 20% bonus to Small Hybrid Turret optimal range
*** 10% bonus to Missile kinetic damage
*** 30% bonus to ECM Target Jammer strength
*** 10% bonus to Shield Resistances


===== Bantam =====
===== [[Condor]] =====
* The mining frigate
* Attack frigate
* Can be a good hauler
* Missile launcher ships
* Can carry and use one light drone
* 4/4/2 slot layout
* Not much use in combat
* Generally used as a tackle ship
** 4 mid slots allows for variety of different fits
* Lowest base speed of all attack frigates
* '''Bonuses'''
** Caldari Frigate skill bonus
*** 10% bonus to Light Missile and Rocket kinetic damage
** Role bonus
*** 80% reduction in Propulsion Jamming systems activation cost


===== Heron =====
===== [[Kestrel]] =====
* Exploration frigate
* Attack frigate
* Increased probe strength make it the ship to start in for probing/exploration
* Missile launcher ship
* Usually not the ship to use to run the sites it finds due to weak combat strength
* 4/4/2 slot layout
* Can carry and use one light drone
* Good level 1 missions ship for new players
* Large cargo hold
* Very large range with light missiles, good range with rockets
* Able to fit larger tank than Condor
* Often used as a kiter
* '''Bonuses'''
** Caldari Frigate skill bonuses
*** 5% bonus to Light Missile and Rocket damage
*** 10% bonus to Missile velocity
 
===== [[Merlin]] =====
* Attack frigate
* Hybrid turret ship
* 3/4/3 slot layout
* Damage bonus coupled with resistance bonus makes for very good brawler
* Can be used as second tackle
* '''Bonuses'''
** Caldari Frigate skill bonuses
*** 5% bonus to shield resistances
*** 5% bonus to Small Hybrid Turret damage


===== Kestrel =====
===== [[Bantam]] =====
* Missile ship
* Logistics frigate
* Good cheap L1 mission boat -- keep range and kite the enemy
* Shield logistics
* Can deal high damage, but has a weak tank
* 3/4/2 slot layout
* Hard to fit fully, especially with low fitting skills
* Good starting point for potential logistics pilots
* Sometimes used to 1v1 in PvP by kiting your opponent
* Useful for fast-moving gangs of small ships
* Relatively large cargo hold
* '''Bonuses'''
** Caldari Frigate skill bonuses
*** 10% bonus to Shield Transporter boost amount
*** 10% reduction in Shield Transporter capacitor use
** Role bonus
*** 500% bonus to range of Shield Transporters


===== Griffin =====
===== [[Griffin]] =====
* Caldari EWAR Frigate
* EWAR frigate
* Utilizes ECM
* ECM ship
* Very effective for its cost
* 2/5/2 slot layout
* Very useful in Uni fleets
* Good starting point for potential EWAR pilots
* Can carry and use one light drone
* Able to fit AB/MWD plus full rainbow fit
* Small tank, high priority target
* Can neutralize much larger and more expensive ships
* '''Bonuses'''
** Caldari Frigate skill bonuses
*** 15% bonus to ECM Target Jammer strength
*** 10% bonus to ECM Target Jammers' capacitor need


===== Condor =====
===== [[Heron]] =====
* "Tech 1 Interceptor"
* Exploration frigate
* Fastest Caldari Frigate
* 3/5/2 slot layout
* 4 mid slots make it a very effective tackler
* Designed to find and run exploration sites
* Limited combat capabilities limits difficulty of sites it can run itself
** Can save sites and come back with a combat ship
* '''Bonuses'''
** Caldari Frigate skill bonuses
*** 7.5% increase to scan strength of probes
*** 5% bonus to Codebreaker, Analyzer and Salvager cycle time


===== Merlin =====
* Hybrid Ship
* Recently buffed
* One of the strongest Tech 1 frigates in game right now
* Good tank -- has a bonus to shield resists
* Strong either as a combat ship or as a tackler


==== Destroyers ====
==== Destroyers ====
* Destroyers are a little larger than frigates but fit frigate sized weapons
* . . . lots of frigate sized weapons, with tracking bonus: antifrigate ship


===== Cormorant =====
===== [[Cormorant]] =====
* Hybrid Turret Ship
* Attack destroyer
* Good for running L1 missions quickly
* Hybrid turret ship
* Good salvage ship for Level 1, 2 and 3 missions
* 8/3/2 slot layout
* Can be set up as a mini-sniper due to its optimal range bonuses
* Double range bonus
** Very long range for small weapons with rails
** Compensates for short range of blasters to apply damage come consistently
* Good level 1 mission runner
* Can be used as cheap salvage ship
* '''Bonuses'''
** Destroyers skill bonuses
*** 10% bonus to Small Hybrid Turret tracking speed
*** 10% bonus to Small Hybrid Turret optimal range
** Role bonus
*** 50% bonus to optimal range for small hybrid turrets
 
===== [[Corax]] =====
* Attack destroyer
* Missile launcher ship
* 7/4/2 slot layout
* Good range with rockets due to missile max velocity bonus
* Explosion velocity bonus increases effectiveness against fast moving targets
* '''Bonuses'''
** Destroyers skill bonuses
*** 5% bonus to light missile and rocket kinetic damage per level
*** 10% bonus to light missile and rocket explosion velocity per level
** Role bonus
*** 50% bonus to light missile and rocket max velocity


===== Corax =====
* Uses missiles, 7 launchers with 3 missile/rocket bonuses.
* Low-skill sniper with small tank.


==== Cruisers ====
==== Cruisers ====


===== Osprey =====
===== [[Caracal]] =====
* Mining cruiser
* Attack cruiser
** Bonus to mining laser yield
* Missile launcher ship
* "Tech 1 Logistics Cruiser"
* 5/5/4 slot layout
** Bonuses to shield transporters
* Good level 2 mission runner
* Large cargo hold
* Great anti-frigate platform when fit with rapid light missile launchers
* Can carry and use four light drones
* Can snipe with heavy missiles or kite/brawl with HAMs
** Usually either scout drones for anti-rat defence, or mining drones for greater yield
* '''Bonuses'''
* Not used in combat as a logistics cruiser often (possibly will change with upcoming buff), but good for repairing a POS
** Caldari Cruiser skill bonuses
*** 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
*** 10% bonus to Light, Heavy Assault and Heavy Missile Velocity


===== BlackBird =====
===== [[Moa]] =====
* Caldari EWAR Cruiser
* Combat cruiser
* Utilizes ECM
* Hybrid turret ship
* Very popular and useful in Uni fleets
* 5/5/4 slot layout
* Weak tank
* Very good shield brawler
* High priority target for enemies
** Good EHP for shield tank
* Optimal range can be pushed beyond 70km with good skills and equipment; up to nearly 100km with rigs
** Good damage with blasters
* Tied with the Blackbird for lowest base speed of cruisers
* '''Bonuses'''
** Caldari Cruiser skill bonuses
*** 5% bonus to Medium Hybrid Turret damage
*** 5% bonus to shield resistances


===== Caracal =====
===== [[Osprey]] =====
* Missile Ship
* Logistics cruiser
* Difficult to fit fully
* Shield logistics
* Good for L2s
* 5/5/3 slot layout
* Can fit a passable passive tank
* Requires capacitor transfer to realize full potential
* Can be fit as an excellent Anti-Frigate ship in PvP with Rapid Light Missile Launchers
** Create cap chain with other logistics
* Fairly slow for a cruiser
* Somewhat lower EHP than other Tech 1 logistics cruisers
* '''Bonuses'''
** Caldari Cruiser skill bonuses
*** 12.5% bonus to Shield Transporter boost amount
*** 5% reduction in Shield Transporter capacitor use
** Role bonuses
*** 1000% bonus to Shield Transporter and Energy Transfer Array Range
*** 200% bonus to Energy Transfer Array transfer amount


===== Moa =====
===== [[Blackbird]] =====
* Hybrid Turret Ship
* EWAR cruiser
* Low DPS
* ECM ship
* Frequently rail fit for long range
* 4/6/3 slot layout
* Good tank
* Often armor tanked to free up mid slots for ECM
* Slow
* Low tank and high priority target means pilot has to pay attention to stay alive
* A blaster-fit Moa can be very strong in PvP, but it's lack of speed will mean it needs help getting in range
* Long bast optimal of ECM plus range damage bonus allows pilot to stay outside main fight
* '''Bonuses'''
** Caldari Frigate skill bonuses
*** 15% bonus to ECM Target Jammer strength
*** 12.5% bonus to ECM Target Jammer optimal range and falloff
 
 
==== Battlecruisers ====


==== Battle Cruisers ====
===== [[Drake]] =====
* Unlike other races, Caldari pilots can probably get away without training drone skills while flying cruisers; but both battlecruisers can field a full flight of light drones
* Combat battlecruiser
* So when you move to BCs, buff the drone skills up
* Missile launcher ship
* 7/6/4 slot layout
* Premier level 3 mission runner
* Decent brawler with HAMs
* Can fit large bufffer tank or strong passive tank
* Often used as bait ship
* '''Bonuses'''
** Battlecruisers skill bonuses
*** 5% bonus to all shield resistances
*** 10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles
** Role bonus
*** Can fit Warfare Link modules


===== Ferox =====
===== [[Ferox]] =====
* Hybrid Turret Ship
* Combat battlecruiser
* Frequently uses rail guns for long range
* Hybrid turret ship
* Can be fit with blasters, but the Gallente Brutix does it better due to ship bonuses
* 8/5/4 slot layout
* Can fit ganglinks in high slots
* Decent brawler
* Optimal range bonus helps offset the short range of blasters
* '''Bonuses'''
** Battlecruisers skill bonuses
*** 5% bonus to all Shield resistances
*** 10% bonus to Medium Hybrid Turret optimal range
** Role bonus
*** Can fit Warfare Link modules


===== Drake =====
===== [[Naga]] =====
* Missile Ship
* Attack battlecruiser
* Shield resistance bonus makes for fantastic PvE passive-regen tank or great PvP buffer tank
* Hybrid turret ship
* Possibly the best L3 mission ship in game
* 8/6/3 slot layout
* With the right skills can deal passable PvP DPS, especially with Heavy Assault Missiles
* Fantastic sniper
* Often used as "obvious" bait ship
* Can kite decently with blasters
* Can fit ganglinks in high slots
* Fairly weak tank
* '''Bonuses'''
** Battlecruisers skill bonuses
*** 5% bonus to Large Hybrid Turret damage
*** 10% bonus to Large Hybrid Turret optimal range
** Role bonuses
*** 95% reduction in the powergrid need of Large Hybrid Turrets
*** 50% reduction in the CPU need of Large Hybrid Turrets
*** 50% reduction in the capacitor need of Large Hybrid Turrets


===== Naga =====
* Newer "Rank 3" Battlecruiser
* Hybrid Turret Ship
* Fits Battleship-sized weapons on a Battlecruiser-sized hull
* Typically fit as a sniper with little tank
* Currently one of the premier snipers in the game


==== Battleships ====
==== Battleships ====
* As with any race, pilots shouldn't move into BSs before they have the skills needed to extract good performance from them
** T2 tanking
** T2 light and medium drones (yes, even for Caldari pilots)


===== Scorpion =====
===== [[Raven]] =====
* ECM fleet battleship
* Missile launcher ship
* Frequently armor tanked to keep the midslots clear
* 8/6/5 slot layout
* 8 mid slots allow it to fit a massive ammount of ECM
* Good level 4 mission runner
* Lowest BS DPS in the game
* Rarely seen in PvP
* Very useful in fleets
* Missile rate of fire bonus applies to every type of damage
* Frequently primary target for enemies
* Long travel time of cruise missiles make them somewhat less popular than torpedoes
* '''Bonuses'''
** Caldari Battleship skill bonuses
*** 5% bonus to Cruise and Torpedo Launcher rate of fire
*** 10% bonus to Cruise Missile and Torpedo max velocity
 
===== [[Rokh]] =====
* Hybrid Turret Ship
* 8/6/5
* Excellent tank
* Can snipe very well when fit with rails
** Can easily hit out to max locking range
** Can swap ammo to fight at wide variety of ranges
* Surprisingly effective brawler
** Can compare to Gallente battleships
* Very slow
* '''Bonuses'''
** Caldari Battleship skill bonuses
*** 10% bonus to Large Hybrid Turret optimal range
*** 5% bonus to Shield Resistances


===== Raven =====
===== [[Scorpion]] =====
* Missile Ship
* ECM battleship
* Possibly the best L4 mission running BS in the game
* 6/8/4 slot layout
* Can use any type of missiles; bonus isn't specific to kinetic
* Only EWAR battleship
* Passable active tank
* Very weak damage
** Large shield boosters for permanent boosting
* Usually armor tanked to allow more ECM in mid slots
** X-L boosters for burst tanking (Pulsed)
* Usually very weak tank
* Rare in PvP, but not useless
* Can fit large shield tank and act as bait
* '''Bonuses'''
** Caldari Battleship skill bonsues
*** 15% bonus to ECM Target Jammer strength per level
*** 25% bonus to ECM Target Jammer optimal range and falloff
*** 25% Bonus to ECM Burst range


===== Rokh =====
* Hybrid Turret Ship
* Shield resistance bonus and range bonus
* Commonly a PvP sniper
* Very good tank
* Low DPS with rails, but extremely long range
* When operating with sniper BSs from other races with shorter optimals, can switch to shorter range, higher DPS ammo to increase damage


==== Industrials ====
==== Industrials ====


===== Badger Mk 1 and Badger Mk 2 =====
===== [[Badger]] =====
* Badger Mk 2 has the highest possible tank of Tech 1 Industrials with 6 midslots
* 1/4/2 slot layout
* Second largest cargo capacity of industrial requiring only industrial level 1
* '''Bonus'''
** Caldari Industrial skill bonus
*** 5% bonus to cargo capacity and max velocity
 
===== [[Badger Mark II]] =====
* 2/6/3 slot layout
* Highest possible tank for Tech 1 industrials due to six mid slots
* '''Bonuses'''
** Caldari Industrial skill bonuses
*** 5% bonus to cargo capacity and max velocity
 


=== Skills for Caldari Ships ===
=== Skills for Caldari Ships ===
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* Caldari Battleship (8X)
* Caldari Battleship (8X)
* Caldari Industrial (4X)
* Caldari Industrial (4X)


==== Fitting Skills ====
==== Fitting Skills ====
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* Weapon Upgrades (2X) -- 5% reduction per skill level in the CPU need of weapon turrets and launchers. (Level 4 required for T2 gyrostabilizers and heat sinks)
* Weapon Upgrades (2X) -- 5% reduction per skill level in the CPU need of weapon turrets and launchers. (Level 4 required for T2 gyrostabilizers and heat sinks)
* Advanced Weapon Upgrades (6X) -- 2% reduction per level in Power Grid need of weapon turrets and launchers (Requires Weapon Upgrades at 5)
* Advanced Weapon Upgrades (6X) -- 2% reduction per level in Power Grid need of weapon turrets and launchers (Requires Weapon Upgrades at 5)


==== Capacitor Skills ====
==== Capacitor Skills ====
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* Energy Grid Upgrades (2X) -- 5% reduction in CPU needs of modules that require Energy Grid Upgrades to fit (i.e. Cap Rechargers and Power Diagnostic Systems)
* Energy Grid Upgrades (2X) -- 5% reduction in CPU needs of modules that require Energy Grid Upgrades to fit (i.e. Cap Rechargers and Power Diagnostic Systems)
* Energy Emission Systems (2X) -- 5% reduction in capacitor use of energy emission weapons per skill level (i.e. Neut's and Nos's)
* Energy Emission Systems (2X) -- 5% reduction in capacitor use of energy emission weapons per skill level (i.e. Neut's and Nos's)


==== Navigation Skills ====
==== Navigation Skills ====
* Very important skills, can make a noticeable difference in the speed and agility of your ships
* Very important skills, can make a noticeable difference in the speed and agility of your ships


* Spaceship Command (1X) -- 2% improved agility per skill level
* Navigation (1X) -- 5% bonus to ship velocity per skill level
* Navigation (1X) -- 5% bonus to ship velocity per skill level
* Acceleration Control (4X) -- 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level
* High Speed Maneuvering (5X) -- 5% reduction in MWD capacitor usage per skill level
* Evasive Maneuvering (2X) -- 5% improved agility for all ships per skill level
* Evasive Maneuvering (2X) -- 5% improved agility for all ships per skill level
* Afterburner (1X) -- 10% bonus to AB duration per skill level
* Afterburner (1X) -- 10% bonus to AB duration per skill level
* Fuel Conservation (2X) -- Reduces capacitor requirement of AB's
* Fuel Conservation (2X) -- Reduces capacitor requirement of AB's
* Spaceship Command (1X) -- 2% improved agility per skill level
* High Speed Maneuvering (5X) -- 5% reduction in MWD capacitor usage per skill level
* Acceleration Control (4X) -- 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level
* Warp Drive Operation (1X) -- 10% reduction in capactior need of initiating warp (Don't forget this skill!  It's a good idea to get it to at least 3)
* Warp Drive Operation (1X) -- 10% reduction in capactior need of initiating warp (Don't forget this skill!  It's a good idea to get it to at least 3)


==== Missile Skills ====
==== Missile Skills ====
*Crucial for Caldari pilots, as missiles are their signature weapons
*Crucial for Caldari pilots, as missiles are their signature weapons


* Missile Launcher Operation (1x) -- 2% Bonus to missile launcher rate of fire per skill level.
* Missile Launcher Size Specific Skills (2X-7X) -- Allow you to use missile launchers of that size, and add damage to that size launcher as well
* Missile Launcher Size Specific Skills (2X-7X) -- Allow you to use missile launchers of that size, and add damage to that size launcher as well
* Rapid Launch (2X) -- 3% reduction in fire time per skill level (DPS Increase)
* Warhead Upgrades (5X) -- 2% more damage per level (DPS Increase)
* Target Navigation Prediction (2X) -- 10% reduction per level in the influence of target's velocity on your damage (useful for attacking faster ships)
* Guided Missile Precision (5X) -- Target signature radius has 5% less influence on the damage of your guided missiles per level. (key for attacking smaller ships)
* Missile Bombardment (2X) -- 10% more flight time for all missiles per level (effectively a range increase)
* Missile Bombardment (2X) -- 10% more flight time for all missiles per level (effectively a range increase)
* Guided Missile Precision (5X) -- Target signature radius has 5% less influence on the damage of your guided missiles per level. (key for attacking smaller ships)
* Missile Projection (4X) -- 10% increased missile velocity per level (Effectively another range increase)
* Missile Projection (4X) -- 10% increased missile velocity per level (Effectively another range increase)
* Rapid Launch (2X) -- 3% reduction in fire time per skill level (DPS Increase)
 
* Target Navigation Prediction (2X) -- 10% reduction per level in the influence of target's velocity on your damage (useful for attacking faster ships)
* Warhead Upgrades (5X) -- 2% more damage per level (DPS Increase)


==== Gunnery Skills ====
==== Gunnery Skills ====
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* Gunnery (1X) -- 2% increase in all turrets rate of fire (DPS increase; also, Rank 5 is required for large guns and all Tech 2 guns)
* Gunnery (1X) -- 2% increase in all turrets rate of fire (DPS increase; also, Rank 5 is required for large guns and all Tech 2 guns)
* Hybrid Turret Skills (1X-5X) -- Allow you to use hybrid turrets of that size, and add damage to that size turret as well
* Hybrid Turret Skills (1X-5X) -- Allow you to use hybrid turrets of that size, and add damage to that size turret as well
* Rapid Firing (2X) –- 4% bonus to weapon turret rate of fire per level
* Motion Prediction (2X) -– 5% bonus to weapon turret tracking speeds per level
* Motion Prediction (2X) -– 5% bonus to weapon turret tracking speeds per level
* Rapid Firing (2X) –- 4% bonus to weapon turret rate of fire per level
* Controlled Bursts (2X) –- 5% reduction in capacitor need of weapon turrets per level
* Sharpshooter (2X) –- 5% bonus to weapon turret optimal range per level
* Sharpshooter (2X) –- 5% bonus to weapon turret optimal range per level
* Trajectory Analysis (5X) –- 5% bonus to weapon turret falloff per level
* Surgical Strike (4X) -– 3% bonus to damage of all weapon turrets per level
* Surgical Strike (4X) -– 3% bonus to damage of all weapon turrets per level
* Trajectory Analysis (5X) –- 5% bonus to weapon turret falloff per level
* Controlled Bursts (2X) –- 5% reduction in capacitor need of weapon turrets per level




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* Most Caldari ships are shield tanked, making these skills very vital to your survival
* Most Caldari ships are shield tanked, making these skills very vital to your survival


* Shield Management (2X) -–  5% bonus to shield capacity per level (Level 5 unlocks Tech 2 Shield Boost Amplifiers)
* Shield Operation (1X) -– 5% reduction in shield recharge time per level (Higher level unlock larger Tech 2 shield boosters)
* Shield Upgrades (2X) -– 5% reduction in Power Grid needs of shield mods per level, i.e. shield extenders and rechargers (Level 4 unlocks Tech 2 Large Shield Extenders)
* Shield Upgrades (2X) -– 5% reduction in Power Grid needs of shield mods per level, i.e. shield extenders and rechargers (Level 4 unlocks Tech 2 Large Shield Extenders)
* Shield Operation (1X) -– 5% reduction in shield recharge time per level (Higher level unlock larger Tech 2 shield boosters)
* Shield Management (2X) -–  5% bonus to shield capacity per level (Level 5 unlocks Tech 2 Shield Boost Amplifiers)
* Tactical Shield Manipulation (4X) -– Reduces chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at Level 5 (Level 4 unlocks Tech 2 Shield Hardners)
* Tactical Shield Manipulation (4X) -– Reduces chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at Level 5 (Level 4 unlocks Tech 2 Shield Hardners)
* Energy Grid Upgrades (2X) –- 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per level, i.e. shield power relays (Level 4 unlocks Tech 2 Shield Power Relays)
* Energy Grid Upgrades (2X) –- 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per level, i.e. shield power relays (Level 4 unlocks Tech 2 Shield Power Relays)