Difference between revisions of "Ferox Navy Issue"

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  | faction= Caldari State  
 
  | faction= Caldari State  
 
  | variations= {{Ship|Ferox}}, {{Ship|Vulture}}
 
  | variations= {{Ship|Ferox}}, {{Ship|Vulture}}
  | tech= F
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  | tech= F  
| ecmprio=  <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid= 1,250 MW
 
  | powergrid= 1,250 MW
 
  | cpu= 565 tf
 
  | cpu= 565 tf
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  | dronebay= 25 m³
 
  | dronebay= 25 m³
 
  | bandwidth= 25 Mbit/sec
 
  | bandwidth= 25 Mbit/sec
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| quote= The Three S's of Success: Shields, Shields, Shields.
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| quote_attribution= Caldari Military saying
 
  | info= While the Ferox had long been a key ship in Caldari Navy fleets, new ambush tactics were beginning to expose weaknesses in the standard doctrines. The navy needed a ship capable of withstanding a surprise assault from multiple vessels, with firepower to match. This time, the Caldari weren't designing an elegant hunter that could kill at range – they needed a monster with heavy defenses and claws sharp enough to fend off closing attackers.
 
  | info= While the Ferox had long been a key ship in Caldari Navy fleets, new ambush tactics were beginning to expose weaknesses in the standard doctrines. The navy needed a ship capable of withstanding a surprise assault from multiple vessels, with firepower to match. This time, the Caldari weren't designing an elegant hunter that could kill at range – they needed a monster with heavy defenses and claws sharp enough to fend off closing attackers.
  
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== Tactics ==
 
== Tactics ==
''No sub-article about {{PAGENAME}} roles or piloting tactics. You can write them here.''
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The Navy Ferox is perhaps the best-suited navy battlecruiser for mission running and anomaly ratting. With a good fit this monster can tank 400+ ehp/sec and deal 800 dps with blasters at respectable ranges with good tracking. The Ferox Navy is rather slow, but the battlecruiser range bonus helps alleviate problems with range. This ship can also field a full flight of light drones to deal with frigates, and has plenty of midslots left over for application mods. The utility hislot is most commonly filled with a shield command burst with the active shielding charge to push the shield boosting envelope to its limit. There are two ways to tank the Ferox Navy. The first is the conventional 1 x-large shield booster with suporting shield boost amplifiers. The second more unconventional way is to fit 2 x-large ancillary shield boosters and run them one at a time, tanking with one while reloading the other. This ancillary configuration also allows for using both boosters at once for quick, short term burst tank in case of emergency and elimnates the need for shield boost amplifiers.
  
 
== Notes ==
 
== Notes ==

Latest revision as of 19:41, 16 November 2024

EVE University Database
 
Ship Database
Ferox Navy Issue
CornerTFh.png
?size=256&.png
Caldari State
Caldari State
Faction Battlecruisers
Ferox Class
Highlight
Can use Command Burst module
HIGHLIGHTS
Highlight
High amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
The Three S's of Success: Shields, Shields, Shields.
– Caldari Military saying


While the Ferox had long been a key ship in Caldari Navy fleets, new ambush tactics were beginning to expose weaknesses in the standard doctrines. The navy needed a ship capable of withstanding a surprise assault from multiple vessels, with firepower to match. This time, the Caldari weren't designing an elegant hunter that could kill at range – they needed a monster with heavy defenses and claws sharp enough to fend off closing attackers.

With advanced hybrid tracking systems and highly classified shield energy injection systems, the Ferox Navy Issue is capable of reducing entire squadrons to smoking wreckage single-handedly. This great beast fears not the buzzing of flies.

SHIP BONUSES

Caldari Battlecruiser bonuses (per skill level):
10% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret tracking speed
7.5% bonus to Shield Booster activation cost
7.5% reduction in Shield Booster power and CPU requirements
Role Bonus:
• Can use one Command Burst module
50% bonus to Command Burst area of effect range
25% bonus to Medium Hybrid Turret optimal range and falloff

Required Skills
Training Time what's this?
1d 21h 16m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Ferox
Ferox.jpg
Ferox
Standard Battlecruisers Ferox Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh amount of High Slots
Icon hi slot.png7 (0/6) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,150 MW Icon cpu.png515 tf
Icon velocity.png145 m/sec
Icon capacity.png475 m³
, Vulture
Vulture.jpg
CornerT2s.png
Vulture
Command Ships Ferox Class
Icon highlights.pngCan Use Command Burst modules
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (2/5) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,275 MW Icon cpu.png545 tf
Icon velocity.png140 m/sec
Icon capacity.png400 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,250 MW
CPU
cpu output
565 tf
Capacitor
capacitor
2,900 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
6
Medium
medium slots
7
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
170 m/sec
Inertia Modifier
inertia modifier (agility)
0.66
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
13.04 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
67.5 km
Max Locked Targets
max. locked targets
8
Gravimetric Sensor
Gravimetric sensor strength
20 points
Sig. Radius
signature radius
300 m
Scan Res.
scan resolution
195 mm
Structure
Structure Hitpoints
structure hitpoints
6,000 HP
Mass
ship mass
14,250,000 kg
Volume
ship volume
252,000 m³
Cargo Capacity
cargo capacity
475 m³
Armor
Armor Hitpoints
armor hitpoints
5,250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
7,875 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Ferox Navy Issue is an interesting navy-issue rework of the regular Ferox. In stark contrast to its t1 sibling, which has a long history of being the backbone of fleets, the Ferox Navy Issue is built more towards being a heavily-shielded blaster brawler, like its armored cousin the Brutix Navy Issue. With its active tank bonus and hybrid turret damage/tracking bonus, a Ferox Navy Issue can unleash devastating damage onto targets big and small while still being able to absorb plenty of enemy fire.

On top of that, it still reaps the bonuses from being a Navy Issue hull, having one more mid slot, more EHP, and better fitting room.

Skills

Further information about additional or recommended skills to pilot Ferox Navy Issue for a specific or its common role(s) can be written here.

Tactics

The Navy Ferox is perhaps the best-suited navy battlecruiser for mission running and anomaly ratting. With a good fit this monster can tank 400+ ehp/sec and deal 800 dps with blasters at respectable ranges with good tracking. The Ferox Navy is rather slow, but the battlecruiser range bonus helps alleviate problems with range. This ship can also field a full flight of light drones to deal with frigates, and has plenty of midslots left over for application mods. The utility hislot is most commonly filled with a shield command burst with the active shielding charge to push the shield boosting envelope to its limit. There are two ways to tank the Ferox Navy. The first is the conventional 1 x-large shield booster with suporting shield boost amplifiers. The second more unconventional way is to fit 2 x-large ancillary shield boosters and run them one at a time, tanking with one while reloading the other. This ancillary configuration also allows for using both boosters at once for quick, short term burst tank in case of emergency and elimnates the need for shield boost amplifiers.

Notes

You can add notes about Ferox Navy Issue here.

Patch History