Difference between revisions of "Celestis"
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− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 6/2/2014) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/misstype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=633 | |
− | + | | shipimg=Celestis.jpg | |
− | + | | shipname=Celestis | |
− | + | | caption=Celestis | |
− | + | | class=Cruiser | |
− | + | | grouping=Standard Cruisers | |
− | + | | hulltype=Celestis Class | |
− | + | | faction=Gallente Federation | |
− | + | | race=Gallente | |
− | + | | roles=Electronic Warfare | |
− | + | | variations={{Ship|Arazu}},{{Ship|Lachesis}} | |
− | + | | tech= | |
− | + | | ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --> | |
− | + | | powergrid=575 MW | |
− | + | | cpu=375 tf | |
− | + | | capacitor=1,300 GJ | |
− | + | | highs=3 | |
− | + | | turrets=3 | |
− | + | | launchers=3 | |
− | + | | mediums=5 | |
− | + | | lows=5 | |
− | + | | mass=12,070,000 kg | |
− | + | | volume=116,000 m³ | |
− | + | | cargohold=320 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay=50 m³ | |
− | + | | bandwidth=50 Mbit/sec | |
− | + | | info=<b>Development</b><br>The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems. | |
− | + | | bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>7.5% bonus to Remote Sensor Dampener optimal range and falloff<br> | |
− | + | | structurehp=1,700 HP | |
− | + | | shieldhp=1,200 HP | |
− | + | | shieldem=0 | |
− | + | | shieldexp=50 | |
− | + | | shieldkin=40 | |
− | + | | shieldtherm=20 | |
− | + | | armorhp=1,300 HP | |
− | + | | armorem=50 | |
− | + | | armorexp=10 | |
− | + | | armorkin=35 | |
− | + | | armortherm=35 | |
− | + | | maxvelocity=210 m/sec | |
− | + | | inertia=0.505 | |
− | + | | warpspeed=3 AU/s | |
− | + | | warptime=8.45 s | |
− | + | | targetrange=75.00 km | |
− | + | | sigradius=135 m | |
− | + | | maxlockedtargets=8 | |
− | + | | sensortype=Magnetometric | |
− | + | | sensorvalue=18 points | |
− | + | | scanres=290 mm | |
− | + | | reqskills=*{{RequiredSkill|Gallente Cruiser|I}} | |
− | + | **{{RequiredSkill|Spaceship Command|II}} | |
− | **Spaceship Command II | + | **{{RequiredSkill|Gallente Destroyer|III}} |
− | **Gallente Destroyer III | + | ***{{RequiredSkill|Gallente Frigate|III}} |
− | ***Gallente Frigate III | + | ****{{RequiredSkill|Spaceship Command|I}} |
− | ****Spaceship Command I | ||
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+ | | totaltraintime=19h 15m 30s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks=[http://wiki.eveonline.com/en/wiki/Celestis Celestis on Eve Online Wiki] | ||
+ | | highlights1= | ||
+ | | highlights2= | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
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Revision as of 07:03, 2 June 2014
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Gallente Cruiser bonuses (per skill level):
Ship Attributes
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Summary
No summary available.
Skills
Sensor Linking is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of E-War then get it to IV, to fit the Tech 2 Dampeners. Each level of skill reduces the cap consumption of Damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your entire fleet. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.
Jury Rigging III and Electronics Superiority Rigging I will also let you fit the Particle Dispersion Projector Rig, which will increase the Optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need Long Range Targeting V in addition to fitting a Signal Amplifier - which requires Electronics Upgrades Getting this to V means you can fit the T2 version, even further increasing your locking range.
CPU Management V is a double must for pursuing the E-War path and a primary core fitting skill, get this ASAP.
The dedicated (or at least very frequent) Celestis pilot may also wish to train Signal Suppression (requires Sensor Linking trained to IV) which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority Rigs (another 5% added effectiveness of fitted damps) this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness.
Fitting
Small YF-12a Smartbomb
Small YF-12a Smartbomb
Small YF-12a Smartbomb
10MN Afterburner II
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Armor Explosive Hardener II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Particle Dispersion Projector I
Vespa EC-600 x5
Targeting Range Dampening Script x1
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Experimental 10MN Microwarpdrive I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Large Shield Extender II
Damage Control II
Signal Amplifier II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Nanofiber Internal Structure II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Polycarbon Engine Housing I
Warrior II x5
Hornet EC-300 x5
Targeting Range Dampening Script x1
Caldari Navy Inferno Light Missile x1
Tactics
Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost their locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to relock. If you do both on the same ship, they can be made to be almost as helpless as perma jams from falcon. Sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logi. Less useful against snipers but still good against brawlers that like to be up in your face. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.
The celestis is somewhat of an easier ship to fly than the blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows. You have good tank and lots of damps, while also able to be flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. People with projectile, blaster, and missile skills can fit their favorite weapons without much problems.
Some experimentation may let us see whether a kiting celestis that can fly with a kiting gang could be usable or not, by not fitting armor plates but an active tank. ASB or active armor. Probably not. Ewar boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on grid BMs.
The fits don't have drones yet. There's a lot of options there. When going against kiting gangs, warrior IIs and ecm drones. Try to get the medium EC drones if you can fit them in the drone bay. Those EC drones can break the lock of tacklers or other people you somehow allowed to get in range of you, and then you damp their resolution so they are mostly rendered crippled and ineffective.
With their recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given their use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late', as they say. Let the DPS ships and brick tanks arrive on the field first to get aggro. If possible, prevent yourself from getting fleet/squad warped with (default=ctrl - space) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as yellow boxed, warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being insta-blapped by the enemy at the first instant of battle.
Do not just limit yourself to targeting logi though, any typical sniper boat, like Oracle and Tornado's will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates blapped every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy dps/target locks.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.