General characteristics and shield tanking. |
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== 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 | ||
==== Missiles ==== | ==== Missiles ==== | ||
* | * Fully selectable damage type | ||
** | ** Match damage type with enemy weakness | ||
* | ** Useful for PvE | ||
** | * Missiles take time to travel to target | ||
* Damage | ** Result is less popular usage in PvP | ||
* | * Does not use capacitor | ||
* Damage dependent on target signature radius and speed, not angular velocity and range | |||
* Caldari ships damage bonus usually for kinetic (scourge) missiles | |||
==== Hybrid turrets ==== | ==== Hybrid turrets ==== | ||
* | * Does kinetic and thermal damage | ||
** | * Caldari ships favor range bonus over damage bonus | ||
** | ** Helps offset short range of blasters | ||
* | ** Makes for great sniping platforms | ||
** | * Blasters | ||
** | ** Highest potential dps | ||
* | ** Very short range ofter prevents realizing this potential | ||
* | ** Good tracking | ||
* | ** T2 ammo | ||
* | *** Void | ||
** | **** Highest damage, decent range | ||
*** | *** Null | ||
*** | **** Increased range, decent damage | ||
** | * Railguns | ||
*** | ** Largest optimal range | ||
*** | ** Damage closer to beam lasers than artillery | ||
** T2 ammo | |||
*** Javelin | |||
**** Increased tracking, Greatly reduced range | |||
*** Spike | |||
**** Greatly increased range, Greatly reduced tracking | |||
==== ECM ==== | ==== ECM ==== | ||
* | * Breaks all locks of target and prevents target from locking for a period of time | ||
* Chance based | * Chance based, pilot jamming strength vs target sensor strength | ||
* | * Greatly affected by bonused hulls | ||
* | * Race specific modules | ||
* | ** Most fits use up many mid slots | ||
** | * Range second only to sensor dampening | ||
* | * Excessive amounts may prevent others from willingly fighting | ||
** | |||
* | |||
* | === Ships === | ||
* | |||
==== 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 | |||
==== Frigates ==== | ==== Frigates ==== | ||
===== Ibis ===== | ===== [[Ibis]] ===== | ||
* Rookie ( | * 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 | ||
* | * 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 | |||
===== | ===== [[Condor]] ===== | ||
* | * Attack frigate | ||
* | * Missile launcher ships | ||
* | * 4/4/2 slot layout | ||
* | * 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 | |||
===== | ===== [[Kestrel]] ===== | ||
* | * Attack frigate | ||
* | * Missile launcher ship | ||
* | * 4/4/2 slot layout | ||
* Can | * Good level 1 missions ship for new players | ||
* | * 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 | |||
===== | ===== [[Bantam]] ===== | ||
* | * Logistics frigate | ||
* Good | * Shield logistics | ||
* | * 3/4/2 slot layout | ||
* | * Good starting point for potential logistics pilots | ||
* | * Useful for fast-moving gangs of small ships | ||
* | * '''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]] ===== | ||
* | * EWAR frigate | ||
* | * ECM ship | ||
* | * 2/5/2 slot layout | ||
* | * Good starting point for potential EWAR pilots | ||
* Can | * Able to fit AB/MWD plus full rainbow fit | ||
* | * 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 | |||
===== | ===== [[Heron]] ===== | ||
* | * Exploration frigate | ||
* | * 3/5/2 slot layout | ||
* | * 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 | |||
==== Destroyers ==== | ==== Destroyers ==== | ||
===== Cormorant ===== | ===== [[Cormorant]] ===== | ||
* Hybrid | * Attack destroyer | ||
* | * Hybrid turret ship | ||
* Good | * 8/3/2 slot layout | ||
* Can be | * 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 | |||
==== Cruisers ==== | ==== Cruisers ==== | ||
===== | ===== [[Caracal]] ===== | ||
* | * Attack cruiser | ||
** | * Missile launcher ship | ||
* | * 5/5/4 slot layout | ||
** Bonuses | * Good level 2 mission runner | ||
* | * Great anti-frigate platform when fit with rapid light missile launchers | ||
* | * Can snipe with heavy missiles or kite/brawl with HAMs | ||
** | * '''Bonuses''' | ||
* | ** 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 | |||
===== | ===== [[Moa]] ===== | ||
* | * Combat cruiser | ||
* | * Hybrid turret ship | ||
* Very | * 5/5/4 slot layout | ||
* | * Very good shield brawler | ||
* | ** Good EHP for shield tank | ||
* | ** 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 | |||
===== | ===== [[Osprey]] ===== | ||
* | * Logistics cruiser | ||
* | * Shield logistics | ||
* | * 5/5/3 slot layout | ||
* | * Requires capacitor transfer to realize full potential | ||
* | ** Create cap chain with other logistics | ||
* | * 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 | |||
===== | ===== [[Blackbird]] ===== | ||
* | * EWAR cruiser | ||
* | * ECM ship | ||
* | * 4/6/3 slot layout | ||
* | * Often armor tanked to free up mid slots for ECM | ||
* | * Low tank and high priority target means pilot has to pay attention to stay alive | ||
* | * 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 ==== | |||
==== | ===== [[Drake]] ===== | ||
* | * Combat battlecruiser | ||
* | * 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 | * Combat battlecruiser | ||
* | * Hybrid turret ship | ||
* | * 8/5/4 slot layout | ||
* Can fit | * 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 | |||
===== | ===== [[Naga]] ===== | ||
* | * Attack battlecruiser | ||
* | * Hybrid turret ship | ||
* | * 8/6/3 slot layout | ||
* | * Fantastic sniper | ||
* | * Can kite decently with blasters | ||
* | * 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 | |||
==== Battleships ==== | ==== Battleships ==== | ||
===== | ===== [[Raven]] ===== | ||
* | * Missile launcher ship | ||
* | * 8/6/5 slot layout | ||
* 8 | * Good level 4 mission runner | ||
* | * Rarely seen in PvP | ||
* Very | * Missile rate of fire bonus applies to every type of damage | ||
* | * 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 | |||
===== | ===== [[Scorpion]] ===== | ||
* | * ECM battleship | ||
* | * 6/8/4 slot layout | ||
* Can | * Only EWAR battleship | ||
* | * Very weak damage | ||
** | * Usually armor tanked to allow more ECM in mid slots | ||
** | * Usually very weak tank | ||
* | * 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 | |||
==== Industrials ==== | ==== Industrials ==== | ||
===== Badger | ===== [[Badger]] ===== | ||
* | * 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 | ||
* 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 | ||
* | * 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) | ||
* 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) | ||
==== 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 | ||
* | * 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 | ||
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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) | ||
* 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) | ||