Difference between revisions of "Caracal"
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==Skills== | ==Skills== | ||
*'''[[Skills:Spaceship Command#Caldari_Cruiser|Caldari Cruiser]]''' should be trained to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill. | *'''[[Skills:Spaceship Command#Caldari_Cruiser|Caldari Cruiser]]''' should be trained to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill. | ||
− | *'''[[Skills: | + | *'''[[Skills:Missiles#Heavy Missiles|Heavy Missiles]], [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]]''', and '''[[Skills:Missiles#Light_Missiles|Light Missiles]]''' to V. '''[[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]], [[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]]''', and '''[[Skills:Missiles#Light_Missile_Specialization|Light Missile Specialization]]''' to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with providing the ability to use T2 ammo types. |
− | *'''[[Skills: | + | *'''[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#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. |
− | *Along with the requisite '''[[Skills:Engineering# | + | *Along with the requisite '''[[Skills:Engineering#Power Grid Management|Power Grid Management]]''' and '''[[Skills:Engineering#CPU Management|CPU Management]]''' skills required for adequately fitting most ships. '''[[Skills:Engineering#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems. |
− | *'''[[Skills: | + | *'''[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronic_Systems#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module. (Do note, however, that the Target Painter II is generally considered inferior to the meta 4 variation, the Phased Weapon Navigation Array Generation Extron, as the T2 has exactly the same range and effect, but a higher cap usage and fitting requirement than the meta 4 and is often more expensive). |
− | *'''[[Skills: | + | *'''[[Skills:Missiles#Missile Projection|Missile Projection]]''' and '''[[Skills:Missiles#Missile Bombardment|Missile Bombardment]]''' to at least IV and ideally V to maximize the range at which all missiles travel. |
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 10m<sup>3</sup> drone bay as possible. | *'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 10m<sup>3</sup> drone bay as possible. | ||
− | *'''[[Skills: | + | *'''[[Skills:Shields#Shield Operation|Shield Operation]], [[Skills:Shields#Shield Management|Shield Management]]''', and '''[[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]]''' should be trained to at least IV to improve shield capacity, recharge rate and impenetrability. |
− | *'''[[Skills: | + | *'''[[Skills:Shields#Shield Upgrades|Shield Upgrades]]''' should be trained to IV to allow the use of T2 '''[[Shield_Tanking#Shield_Hardeners|Shield Hardeners]]''' and '''[[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]]'''. |
− | *'''[[Skills: | + | *'''[[Skills:Shields#EM Shield Compensation|EM Shield Compensation]], [[Skills:Shields#Thermic Shield Compensation|Thermic Shield Compensation]], [[Skills:Shields#Kinetic Shield Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Shields#Explosive Shield Compensation|Explosive Shield Compensation]]''' trained to level IV to further improve shield resistance bonuses from passive shield resistance amplifiers. |
− | *Finally, '''[[Skills: | + | *Finally, '''[[Skills:Armor#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 19:45, 28 October 2013
RELATED UNI-WIKI REFERENCES
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The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Caracal is an excellent choice for a level 2 mission runner because of it's ability to take on frigate packs. It can be either active or passive shield tanked. In fleets its main role is either going to be simple DD, or anti frigate, depending on how you fit it out.
With the changes to Heavy Assault Missiles (HAM) and Cruisers, the Caracal is a great solo/small gang kiting ship.
Skills
- Caldari Cruiser should be trained to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.
- Heavy Missiles, Heavy Assault Missiles, and Light Missiles to V. Heavy Missile Specialization, Heavy Assault Missile Specialization, and Light Missile Specialization to at least I to fit T2 Launchers, which do more damage and are 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 Power Grid Management and CPU Management 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. (Do note, however, that the Target Painter II is generally considered inferior to the meta 4 variation, the Phased Weapon Navigation Array Generation Extron, as the T2 has exactly the same range and effect, but a higher cap usage and fitting requirement than the meta 4 and is often more expensive).
- 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 10m3 drone bay as possible.
- Shield Operation, Shield Management, and Tactical Shield Manipulation should be trained to at least IV to improve shield capacity, recharge rate and impenetrability.
- Shield Upgrades should be trained to IV to allow the use of T2 Shield Hardeners and Resistance Amplifiers.
- EM Shield Compensation, Thermic Shield Compensation, Kinetic Shield Compensation, and Explosive Shield Compensation trained to level IV to further improve shield resistance bonuses from passive shield resistance amplifiers.
- Finally, Hull Upgrades should be trained to level IV to allow use of the T2 Damage Control module.
Fitting
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Large Shield Extender I
Large Shield Extender I
Thermic Dissipation Field I
Kinetic Deflection Field I
10MN Afterburner I
Ballistic Control System I
Ballistic Control System I
Shield Power Relay I
Shield Power Relay I
Hobgoblin I x2
Scourge Light Missile x1
- Change the shield hardeners to match the damage types dealt by the mission rats.
- Add Medium Core Defense Field Purger I rigs when you can afford them, these will substantially improve your tank.
- Upgrade mods to Meta 1-4 or Tech 2 versions as funds and skills allow.
XR-3200 Heavy Missile Bay
XR-3200 Heavy Missile Bay
XR-3200 Heavy Missile Bay
XR-3200 Heavy Missile Bay
XR-3200 Heavy Missile Bay
Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Large F-S9 Regolith Shield Induction
Experimental 10MN Afterburner I
Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II
Medium Anti-Thermal Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Hobgoblin II x2
Caldari Navy Scourge Heavy Missile x1
- If you are tight on powergrid even with the meta mods, try putting a Power Diagnostic System or Reactor Control Unit instead of the Nanofiber Internal Structure.
- If you are close on CPU, consider dropping EM Hardener to Meta for 12 extra CPU.
- Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments.
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Large Shield Extender II
10MN Afterburner II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II
Medium Anti-Thermal Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Warrior II x2
Caldari Navy Scourge Heavy Missile x1
- Drop T2 modules to meta as required.
- Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments.
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Warp Disruptor II
X5 Prototype Engine Enervator
Small Capacitor Booster II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Warrior II x2
Navy Cap Booster 200 x1
Caldari Navy Scourge Heavy Assault Missile x1
- This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements.
- Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against inties, assault frigs, etc).
- Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
- Downgrade to Meta as needed, for example meta 4 launchers are easier to fit and the damage loss isn't much if you are using faction missiles.
- If your Navigation skills are a little low, consider dropping a BCS for a nanofiber so you can kite more effectively.
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Warp Disruptor II
X5 Prototype Engine Enervator
Small Capacitor Booster II
Ballistic Control System II
Ballistic Control System II
Mark I Generator Refitting: Diagnostic System
Damage Control II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Warrior II x2
Navy Cap Booster 200 x1
Caldari Navy Scourge Heavy Assault Missile x1
- This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements.
- Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against interceptors, assault frigs, etc).
- Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
- If your Navigation skills are a little low, consider dropping a BCS for a nanofiber, or depending on your skills, possibly the PDS.
- Not recommended, but you can drop DCU for nanofiber if you would like more speed/agility.
- Depending on your fitting skills and missile skills, you might even be able to fit a T2 LSE instead of the meta one with the PDS. This will be tankier, although you should avoid getting caught in the first place if possible.
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Warrior II x2
Caldari Navy Inferno Light Missile x1
- This is a fit designed to hit tackle frigs and small ships at considerable range. Launchers can be swapped out for meta variants.
- With all skills at V, this fit can hit out to 63 km with a volley damage of 825 using Inferno. DPS with two Warrior IIs is around 250. MWD speed is 1881 m/s, which it can sustain for about 2 minutes. EHP is about 35K.
Tactics
PvE
- Kite the rats !! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use your afterburner to stay out of their effective range but inside your missile optimal. Train your missile skills to increase optimal.
PvP solo
- The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.
- Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.
PvP fleet (Large)
- If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones if necessary. If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.
Small Gang
- If you are kiting, small gang tactics are going to be pretty similar to solo, except that you will likely want to burn in the same direction/ be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that one can try out. Just one example: 2-5 Caracals, 1 Bellicose. The Caracals apply DPS while the Bellicose supports them with Target Paints and helps tackle.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.