Difference between revisions of "Claw"
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(Added an arty kiting Claw similar to what is being used in inty gangs.) |
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==Fitting== | ==Fitting== | ||
{{ShipFitting| | {{ShipFitting| | ||
+ | ship=Claw| | ||
+ | shipTypeID=11196| | ||
+ | fitName=Arty Claw| | ||
+ | fitID=Arty-Claw| | ||
+ | high1name=280mm Howitzer Artillery II| | ||
+ | high1typeID=2977| | ||
+ | high2name=280mm Howitzer Artillery II| | ||
+ | high2typeID=2977| | ||
+ | high3name=280mm Howitzer Artillery II| | ||
+ | high3typeID=2977| | ||
+ | high4name=open| | ||
+ | mid1name=Limited 1MN Microwarpdrive I| | ||
+ | mid1typeID=5973| | ||
+ | mid2name=Faint Warp Disruptor I| | ||
+ | mid2typeID=5403| | ||
+ | low1name=Gyrostabilizer II| | ||
+ | low1typeID=519| | ||
+ | low2name=Tracking Enhancer II| | ||
+ | low2typeID=1999| | ||
+ | low3name=Nanofiber Internal Structure II| | ||
+ | low3typeID=2605| | ||
+ | low4name=Internal Force Field Array I| | ||
+ | low4typeID=5839| | ||
+ | charge1name=Republic Fleet Phased Plasma S x1| | ||
+ | charge1typeID=21924| | ||
+ | charge2name=open| | ||
+ | charge3name=open| | ||
+ | charge4name=open| | ||
+ | charge5name=open| | ||
+ | rig1name=Small Projectile Collision Accelerator I| | ||
+ | rig1typeID=31680| | ||
+ | rig2name=Small Ionic Field Projector I| | ||
+ | rig2typeID=31274| | ||
+ | difficulty=1| | ||
+ | warsop=A| | ||
+ | warsopReason=| | ||
+ | version=RUBI 1.0| | ||
+ | shipDNA=11196:2977;3:5403;1:5973;1:519;1:1999;1:2605;1:5839;1:31274;1:31680;1:21924;1::| | ||
+ | skills=| | ||
+ | notes=An arty kiting Claw. The power grid as shown is tight without good fitting skills (AWU 5); the howitzers can be downgraded to 250mm variants to avoid this issue. There are a range of options for the low slots; AAR active rep tanks are a common option, along with various combinations of tracking enhancers, gyrostabs, and ODs. </li><li>With all skills at V, the Claw shown here moves at 4456 m/s (6459 with heat), has 2.9K EHP, aligns in 2.6 s with prop mod off, and can target out to 35 km for cases where Tremor might be used. The cap is stable. DPS with faction ammo is 136 with a volley of 940.}}{{ShipFitting| | ||
ship=Claw| | ship=Claw| | ||
shipTypeID=11196| | shipTypeID=11196| |
Revision as of 00:55, 30 December 2013
RELATED UNI-WIKI REFERENCES
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Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. SHIP BONUSES
Minmatar Frigate Skill Bonus:
Ship Attributes
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Summary
Like the Crusader with its 4 highs and 4 lows the Claw is built for speed and/or damage dealing. It has only 2 mid slots, limiting its ability to tackle. The fitting requirements and poor tracking of artillery mean the Claw is normally fit with autocannons, but as an interceptor it is rather fragile to be used as a brawler unless equipped with an armor plate, which does not play to the Claw's strengths as an interceptor - speed and agility. A kiting fit with a Warp Disruptor and Barrage is possible, but not really the best ship at this role (see Crusader or Slicer).
All in all, while the Claw's mix of high firepower with high speed might appeal, it is a fragile combination. However, if you beef up the tank with a plate you'll probably find a Jaguar or Wolf a better choice for what you're trying to do.
Skills
Further information about additional or recommended skills to pilot Claw for a specific or it's common role(s) can be written here.
Fitting
280mm Howitzer Artillery II
280mm Howitzer Artillery II
280mm Howitzer Artillery II
Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Gyrostabilizer II
Tracking Enhancer II
Nanofiber Internal Structure II
Internal Force Field Array I
Small Projectile Collision Accelerator I
Small Ionic Field Projector I
Republic Fleet Phased Plasma S x1
- An arty kiting Claw. The power grid as shown is tight without good fitting skills (AWU 5); the howitzers can be downgraded to 250mm variants to avoid this issue. There are a range of options for the low slots; AAR active rep tanks are a common option, along with various combinations of tracking enhancers, gyrostabs, and ODs.
- With all skills at V, the Claw shown here moves at 4456 m/s (6459 with heat), has 2.9K EHP, aligns in 2.6 s with prop mod off, and can target out to 35 km for cases where Tremor might be used. The cap is stable. DPS with faction ammo is 136 with a volley of 940.
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Faint Epsilon Warp Scrambler I
Limited 1MN Microwarpdrive I
Pseudoelectron Containment Field I
Gyrostabilizer II
Overdrive Injector System II
Overdrive Injector System II
Small Projectile Collision Accelerator I
Small Projectile Burst Aerator I
Republic Fleet Phased Plasma S x1
- This is a very lightly tanked Claw designed to chase down tacklers and burn them quickly. This fit takes advantage of the Claw's speed but has a minimal tank.
- With all skills at V, this ship will move at 5010 m/s before overheating (7145 with heat). DPS is around 185 with faction ammo, and align time with MWD off is 3.3s. The tank is extremely thin, only 2.96k EHP.
Tactics
No sub-article about Claw roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Claw here.