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Cerberus: Difference between revisions

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Feb 2018 Assault DC role bonus
 
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* SHIP ATTRIBUTES SECTION (last update : 2/25/2018)
* SHIP ATTRIBUTES SECTION (last update : 2025-03-13)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't
* leave/misstype any tags required. please follow the same
* leave/mistype any tags required. please follow the same
* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=11993
| shipid=11993
| shipimg=Cerberus.jpg
| shipimg=Cerberus.jpg
| shipname=Cerberus
| shipname=Cerberus
| caption=Cerberus
| class=Heavy Assault Cruiser
| class=Heavy Assault Cruiser
| grouping=Heavy Assault Cruisers
| grouping=Heavy Assault Cruisers
| hulltype=Caracal Class
| hulltype=Caracal Class
| faction=Caldari State
| faction=Caldari State
| variations= {{Ship|Caracal}}, {{Ship|Caracal Navy Issue}}
| race=Caldari
| tech=2
| variations={{Ship|Caracal Navy Issue}},{{Ship|Caracal}}
| tech=2
| ecmprio=2
| powergrid=800 MW
| cpu=520 tf
| capacitor=1,200 GJ
| highs=6
| turrets=0
| launchers=6
| mediums=5
| lows=4
| mass=12,720,000 kg
| volume=92,000 m&#179;
| cargohold=650 m&#179;
| dronebay=15 m&#179;
| bandwidth=15 Mbit/sec
| info=No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover. <br><br>Developer: Lai Dai <br>Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max flight time<br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br>&bull;&nbsp;Can fit Assault Damage Controls<br>
| structurehp=1,400 HP
| shieldhp=2,000 HP
| shieldem=0
| shieldexp=50
| shieldkin=70
| shieldtherm=80
| armorhp=1,200 HP
| armorem=50
| armorexp=10
| armorkin=62.5
| armortherm=86.25
| maxvelocity=220 m/sec
| inertia=0.463
| warpspeed=3.3 AU/s
| warptime=8.16 s
| targetrange=95.00 km
| sigradius=135 m
| maxlockedtargets=6
| sensortype=Gravimetric
| sensorvalue=24 points
| scanres=282 mm
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}
**{{RequiredSkill|Spaceship Command|II}}
**{{RequiredSkill|Caldari Destroyer|III}}
***{{RequiredSkill|Caldari Frigate|III}}
****{{RequiredSkill|Spaceship Command|I}}
*{{RequiredSkill|Heavy Assault Cruisers|I}}
**{{RequiredSkill|Energy Grid Upgrades|V}}
***{{RequiredSkill|Power Grid Management|II}}
***{{RequiredSkill|Science|I}}
**{{RequiredSkill|Weapon Upgrades|V}}
***{{RequiredSkill|Gunnery|II}}
**{{RequiredSkill|Spaceship Command|V}}
**{{RequiredSkill|Capacitor Management|IV}}
***{{RequiredSkill|Power Grid Management|III}}


| totaltraintime=63d 9h 37m 40s
| powergrid= 820 MW
| externallinks=
| cpu= 535 tf
| capacitor=1,200 GJ
 
| highs=6
| turrets=0
| launchers=6
| mediums=5
| lows=4
 
| mass=12,720,000 kg
| volume=92,000 m³
 
| cargohold=650 m³
 
| dronebay=15 m³
| bandwidth=15 Mbit/sec
 
| quote= The principles of rocket science are simple, the results are not.
| quote_attribution= Dr. Holene Vailakkel
| info= No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.
 
Developer: Lai Dai
 
Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.
 
| bonuses=<b>Heavy Assault Cruisers bonuses (per skill level):</b><br>
7.5% bonus to Shield Booster amount<br>
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher Rate of Fire<br>
'''Caldari Cruiser bonuses (per skill level):'''<br>
5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>
20% bonus to Heavy Assault Missile max velocity<br>
'''Role Bonus:'''<br>
50% reduction in Microwarpdrive signature radius penalty<br>
•&nbsp;Can fit Assault Damage Controls
 
| structurehp=1,400 HP
 
| armorhp=1,200 HP
| armorem=50
| armortherm=86.25
| armorkin=62.5
| armorexp=10
 
| shieldhp=2,000 HP
| shieldem=0
| shieldtherm=80
| shieldkin=70
| shieldexp=50
 
| maxvelocity=220 m/sec
| inertia=0.463
| warpspeed=4.0 AU/s
| warptime=8.16 s
 
| targetrange= 60 km
| maxlockedtargets=6
| sigradius=135 m
| scanres=282 mm
| sensortype=Gravimetric
| sensorvalue=24 points
 
| reqskills= * {{RequiredSkill|Caldari Cruiser|V}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Heavy Assault Cruisers|I}}
** {{RequiredSkill|Energy Grid Upgrades|V}}
*** {{RequiredSkill|Power Grid Management|II}}
*** {{RequiredSkill|Science|I}}
** {{RequiredSkill|Weapon Upgrades|V}}
*** {{RequiredSkill|Gunnery|II}}
** {{RequiredSkill|Spaceship Command|V}}
** {{RequiredSkill|Capacitor Management|IV}}
*** {{RequiredSkill|Power Grid Management|III}}
| totaltraintime=63d 9h 37m 40s
 
| externallinks=
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->


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==Summary==
== Summary ==
The Cerberus is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang pvp work, with the hull bonus making the range on HAMs more reasonable.
The '''Cerberus''' is a missile ship with extended range. This ship is definitively designed to use kinetic heavy assault missiles, with the Caldari Cruiser skill bonus doubling their range and increasing all kinetic missile damage by 25%. Heavy missile fits are also possible, but they do not benefit from the range bonus.
Fit with Rapid light launchers, this monster becomes a definitive anti-tackle "flyswatter", especially paired with webs and/or target painter support.


The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.
The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.


==Skills==
== Skills ==
*[[Skills:Spaceship Command#Heavy_Assault_Cruisers|Heavy Assault Cruisers]] to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.
* {{Sk|Heavy Assault Cruisers}} to at least IV to take advantage of the DPS bonus and the shield boosting bonus that come with every extra level in the skill.
*[[Skills:Missiles#Heavy Missiles|Heavy Missiles]] V, [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]] V, and [[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]] to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.
* {{Sk|Heavy Missiles|V}}, {{Sk|Heavy Assault Missiles|V}}, and {{Sk|Heavy Missile Specialization}}/{{Sk|Heavy Assault Missile Specialization}} to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.
*[[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.
* {{Sk|Missile Launcher Operation}}, {{Sk|Rapid Launch}}, {{Sk|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#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.
* Along with the requisite {{Sk|Power Grid Management}} and {{Sk|CPU Management}} skills required for adequately fitting most ships. {{Sk|Weapon Upgrades}} and {{Sk|Advanced Weapon Upgrades}} should be trained to V and IV respectively to help alleviate fitting problems.
*[[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.
* {{Sk|Guided Missile Precision}}, {{Sk|Target Navigation Prediction}} and {{Sk|Target Painting}} to at least IV to combat smaller targets and gain access to the T2 [[Target Painter]] module.
*[[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.
* {{Sk|Missile Projection}} and {{Sk|Missile Bombardment}} to at least IV and ideally V to maximize the range at which all missiles travel.
*[[Skills:Shields#Shield Operation|Shield Operation]] and [[Skills:Shields#Shield Management|Shield Management]] should be trained to at least IV to improve shield capacity and recharge rate. While [[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]] should be trained to IV to allow the use of the T2 [[Shield_Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Adaptive Invulnerability Field|Adaptive Invulnerability Field]].
* {{Sk|Shield Operation}} and {{Sk|Shield Management}} should be trained to at least IV to improve shield capacity and recharge rate. While {{Sk|Tactical Shield Manipulation}} should be trained to IV to allow the use of the T2 [[Shield Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Multispectrum Shield Hardener|Multispectrum Shield Hardener]].
*[[Skills:Shields#Shield Upgrades|Shield Upgrades]] should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].
* {{Sk|Shield Upgrades}} should be trained to IV to allow the use of T2 [[Shield Tanking#Shield Hardeners|Shield Hardeners]], [[Shield Tanking#Dampening Amplifiers and Basic Dampening Amplifiers|Resistance Amplifiers]], [[Shield Tanking#Shield Boosters|Shield Boosters]], [[Shield Tanking#Shield Power Relays|Shield Power Relays]], [[Shield Tanking#Shield Extenders|Shield Extenders]] and [[Shield Tanking#Shield Rechargers|Shield Rechargers]].
*[[Skills:Shields#EM Shield Compensation|EM Shield Compensation]], [[Skills:Shields#Thermal Shield Compensation|Thermal Shield Compensation]], [[Skills:Shields#Kinetic Shield Compensation|Kinetic Shield Compensation]], and [[Skills:Shields#Explosive Shield Compensation|Explosive Shield Compensation]] should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].
* {{Sk|EM Shield Compensation}}, {{Sk|Thermal Shield Compensation}}, {{Sk|Kinetic Shield Compensation}}, and {{Sk|Explosive Shield Compensation}} should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].
*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.
* Finally, {{Sk|Hull Upgrades}} should be trained to level IV to allow use of the T2 [[Shield Tanking#Damage Control|Damage Control]] module.
 
== Tactics ==
Prior to the 2022 HAC rebalancing, the Cerberus was an extremely popular vessel in nulsec [[bloc warfare]] as an extremely long ranged (due to its dual range bonuses) and reasonably tanky missile boat. But with the 2022 Uprising Patch, the Cerberus's role has been changed fundamentally by the replacing of one of the range bonuses for a shield boosting bonus and the changing of its remaining range bonus to only apply to HAMs. The Cerberus quickly fell out of favor for bloc warfare in favor of the revamped [[Muninn]] and now sees use as a PvE ship or as a small gang PvP ship.
 
== Notes ==
''You can write additional notes for Cerberus here.''
 
== Patch history ==
{{Expansion past|
'''Version 22.02 -  Release 2025-03-12.1''' ([https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes])
 
''The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.''
 
* Warp speed reduced from 4.5 AU/s to 4.0 AU/s
 
'''2024-11-26''' Version 22.02 Release 2024-11-26.1 [https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes]
* 50% reduction in Microwarpdrive signature radius penalty Role Bonus added back
 
'''2022-11-08''' Version 20.10 [https://www.eveonline.com/news/view/patch-notes-version-20-10#ships Patch notes] [https://www.eveonline.com/news/view/uprising-expansion-now-live News: Uprising Expansion]
* Heavy Assault Cruiser rebalance
*# Reduce heavy HAC dominance in fleet combat which has persisted since their 2017 balance pass.
*# Make room for other ship types to step into the spotlight, such as battleships.
*# Not nerf HACs into oblivion - find and retain healthy use-cases.
*# Maintain HAC identity as a high-damage / heavy tank ship option.


==Fitting==
'''19.01 Release - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes])
For more info on fittings, please go [[Cerberus/Fittings|here]]
* MWD bloom bonus removed from heavy assault cruisers.


==Tactics==
'''October 2019 Release - 2019-10-15.1'''
''No sub-article about Cerberus roles or piloting tactics. You can write them here.''


==Notes==
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
''You can write additional notes for Cerberus here.''
* Warp Speed increased from 3.3 AU/s to 4.5 AU/s (+1.2 AU/s)
}}
 
{{ShipsMatrix|expgroup= cruisers}}


{{ShipsMatrix}}
[[Category:Ship Database]]
[[Category:Ship Database]][[Category:Heavy Assault Cruisers]]
[[Category:Heavy Assault Cruisers]]