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Cruisers are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots.
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{{ShipTypes}}
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[[File:Cruiser-Velocity.svg|thumb|400px|Velocity of Cruisers.]]
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[[File:Cruiser-Mass.svg|thumb|400px|Mass of Cruisers.]]
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[[File:Cruiser-Signature_Radius.svg|thumb|400px|Signature radius of Cruisers.]]
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[[File:Cruiser-Targeting_Range.svg|thumb|400px|Targeting range of Cruisers.]]
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[[File:Cruiser-Scan_Resolution.svg|thumb|400px|Scan resolution of Cruisers.]]
  
There are four classes of Tech 2 cruisers, which are more powerful, more focused on a particular role and much more expensive than their Tech 1 equivalents: Recons (advanced force-multiplying electronic warfare platforms), Heavy Assault Ships (powerful damage-dealers), Heavy Interdictors (nullsec super-tacklers) and Logistics cruisers (remote repair platforms). Cruisers are also the only ship class that currently has a Tech 3 version, the [[Strategic Cruiser|strategic cruisers]].
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'''Cruisers''' are EVE's medium-sized ships, larger than [[frigate]]s and [[destroyer]]s but still much smaller, faster, and nimbler than [[battlecruiser]]s and [[battleship]]s. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost around 10 million ISK and tend to be the first major financial step up from frigates for new pilots.
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There are five classes of Tech 2 cruisers, which are more powerful, more focused on a particular role, and much more expensive than their Tech 1 equivalents:
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* [[#Recon Ships|Recon Ships]]: advanced force-multiplying electronic warfare platforms
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* [[#Heavy Assault Cruisers|Heavy Assualt Cruisers]]: powerful damage-dealers  
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* [[#Heavy Interdiction Cruisers|Heavy Interdiction Cruisers]]: super-tacklers
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* [[#Logistics Cruisers|Logistics Cruisers]]: remote repair platforms
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* [[#Flag Cruisers|Flag Cruiser]]: specialty fleet command ship
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Cruisers also have a tech 3 variant, [[#Strategic Cruiser|strategic cruisers]].
  
 
== T1 Cruisers ==
 
== T1 Cruisers ==
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Each race has four tech 1 cruiser hulls, divided into several roles. One is an [[EWAR]] cruiser, one fills a [[logistics]] role, one is a tankier combat cruiser, and another is a speedier attack cruiser.
  
Each race has four tech 1 cruiser hulls, which fill various roles. These roles aren't always divided up the same way, though -- the Caldari Osprey has bonuses for mining and logistics, for example, while in the Gallente cruiser lineup those roles are split between two ships, the Vexor (which can also do PvE and PvP combat) and the Exequror.
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In PvP some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In PvP, cruisers can also fit tackle to provide some secondary tackling that's harder to scrape off than Tech 1 tackling frigates.
 
 
In PvP some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In PvP cruisers can also fit tackle to provide some secondary tackling that's harder to scrape off than Tech 1 tackling frigates.
 
  
 
Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
 
Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
  
=== Amarr ===
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=== Electronic warfare ===
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* {{Sh|Arbitrator|22}}: Versatile. Bonuses for tracking disruptors, and drones (for mining and damage-dealing). Can be used in fleet PvP, solo PvP, and PvE combat.
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* {{Sh|Blackbird|22}}: Bonuses for ECM. Powerful in a fleet, little or no tank. Often called primary. Can jam at much greater ranges than its T2 versions, the Rook and Falcon, but has much lower jam strength, fewer slots and can't warp cloaked like the Falcon can.
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* {{Sh|Celestis|22}}: Bonuses for sensor dampening. Can be useful in a fleet. Rarely primaried.
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* {{Sh|Bellicose|22}}: Bonuses for target painting and missiles.
  
* [[Arbitrator]] Versatile. Bonuses for ewar (Tracking Disruptors), and drones (for mining and damage-dealing). Can be used in fleet PvP, solo PvP, and PvE combat.
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=== Logistics ===
* [[Augoror]] Logistics (energy transfer).
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* {{Sh|Augoror|22}}: Remote armor repair and energy transfer. Designed for cap chaining.
* [[Maller]] Can mount a massive tank (and is often used as bait in PvP).
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* {{Sh|Osprey|22}}: Remote shield boosting and energy transfer. Designed for cap chaining.
* [[Omen]] Respectable damage-dealer. The Arbitrator is usually a better PvP choice since it can get equivalent buffer and DPS, while offering more versatility with varying drone types and some ewar.
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* {{Sh|Exequror|22}}: Remote armor repair and repair drones. Designed for local cap regeneration.
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* {{Sh|Scythe|22}}: Remote shield boosting and repair drones. Designed for local cap regeneration.
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* {{Sh|Rodiva|22}}: Single-target spooling armor repair. Designed for local cap regeneration.
  
=== Caldari ===
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=== Attack cruisers ===
* [[Blackbird]] Bonuses for ewar (ECM). Powerful in a fleet, little or no tank. Often called primary. Can jam at much greater ranges then its T2 versions, the Rook and Falcon, but has much lower jam strength, fewer slots and can't warp cloaked like the Falcon can.
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* {{Sh|Omen|}22}}: Respectable damage-dealer. The Arbitrator is usually a better PvP choice since it can get equivalent buffer and DPS, while offering more versatility with varying drone types and some ewar.
* [[Caracal]] Missile ship. Good mission-runner. Unspectacular damage-dealer in PvP, has a niche role as a 'super-destroyer' with anti-frigate Assault Missile Launchers.
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* {{Sh|Caracal|22}}: Missile ship. Good mission-runner. Unspectacular damage-dealer in PvP, but its ability to mount an impressive shield tank, microwarpdrive and rapid light missiles that apply damage well to small targets makes it a popular choice for PvP fleets. Possibly the most popular cruiser for PvE.
* [[Moa]] Tanks well, designed to fight at range with railguns.
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* {{Sh|Thorax|22}}: Fast PvP gunboat, usually fits blasters. ''Very'' high DPS with good skills and fitting.
* [[Osprey]] Logistics (shield transporters and energy transfer).
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* {{Sh|Stabber|22}}: Very fast skirmisher. Sees limited use in PvP and PvE.
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* {{Sh|Stormbringer|22}}: Unique Vorton turret that hits multiple targets per cycle. Bonused for Shield resistance. Has extremely long range.
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* {{Sh|Vedmak|22}}: Fast skirmisher, with the Triglavian spooling weapon damage.
  
=== Gallente ===
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=== Combat cruisers ===
* [[Celestis]] Bonuses for ewar (sensor damps) and hybrid turrets. Can be useful in a fleet. Rarely primaried.
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* {{Sh|Maller|22}}: Can mount a massive tank (and is often used as bait in PvP).
* [[Exequror]] Logistics (remote armor repair).
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* {{Sh|Moa|22}}: Tanks well, designed to fight at range with railguns. Very good DPS for its range.
* [[Thorax]] Fast PvP gunboat, usually fits blasters. ''Very'' high DPS with good skills and fitting.
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* {{Sh|Vexor|22}}: Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for PvE and PvP combat. Can match the Thorax for DPS, but it is less commonly used in this role than the Thorax and is, therefore, less obvious when the enemy looks for a high DPS, low tank ship to primary.
* [[Vexor]] Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for PvE and PvP combat, and for mining. Can match the Thorax for DPS, but it is less commonly used in this role than the Thorax, and is therefore less obvious when the enemy look for a high DPS, low tank ship to primary.
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* {{Sh|Rupture|22}}: Useful in PvP and PvE. Potentially ''very'' high DPS, like the Thorax. Can fit a decent PvE armor tank, or a PvP buffer armor tank, or a nimble PvP buffer shield tank.
  
=== Minmatar ===
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== Empire Faction Cruisers ==
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Each empire faction has two faction cruisers: one based on a T1 combat hull, the other based on a T1 logistic hull but now bonused for DPS. They can be bought through LP.
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* {{Sh|Augoror Navy Issue|22}}: Extremely thick armor and powerful lasers.
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* {{Sh|Omen Navy Issue|22}}: Improved laser range lends well to kiting combat styles.
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* {{Sh|Caracal Navy Issue|22}}: Loses the Caracal's range for improved application. Left in an awkward spot as its cruiser-sized missiles don't generally have serious application issues.
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* {{Sh|Osprey Navy Issue|22}}: More expensive but more effective alternative to the Caracal. Slightly slower but more durable, and very efficient at [[Overheating]].
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* {{Sh|Exequror Navy Issue}}: Higher-damage Thorax alternative. Does not gain improved application though, so more attention to accuracy is required.
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* {{Sh|Vexor Navy Issue}}: Formerly the standard subcapital PvE ship, now a solo PvP localtanked hybrid turret and droneboat. Once again similar to the Thorax but with a much greater emphasis on its drones.
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* {{Sh|Scythe Fleet Issue|22}}: Fast and evasive and oddly bonused to either autocannons or missiles. Similar to the Caracal when using missiles and similar to the Stabber when using autocannons.
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* {{Sh|Stabber Fleet Issue|22}}: A direct upgrade to the Stabber but an even rarer ship to see.
  
* [[Bellicose]] Bonuses for ewar (target painting) and projectile turrets. Unloved.
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== Pirate Faction Cruisers ==
* [[Scythe]] Bonuses for mining lasers and logistics (tracking links). Also unloved.
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Pirate faction cruisers cover a wide range of specializations. They all gain bonuses from two empire cruiser skills. Their blueprint copies can drop from certain NPCs or be obtained through the faction's [[LP]].
* [[Rupture]] Useful in PvP and PvE. Potentially ''very'' high dps, like the Thorax. Can fit a decent PvE armor tank, or a PvP buffer armor tank, or a nimble PvP buffer shield tank.
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* {{Sh|Ashimmu|22}}: Webs for application, and effective lasers and cap warfare. Can either be a pure neutralizer/drone boat, or use nosferatus to power its lasers.
* [[Stabber]] Very fast skirmisher. Sees limited use in PvP and PvE.
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* {{Sh|Cynabal|22}}: Extremely fast projectile weapon skirmisher and kiter. Increased warp speed.
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* {{Sh|Gila|22}}: Solid missiles, extremely powerful and durable drones, and thick shields. One of the most popular and effective PvE ships across all regions of space and targets.
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* {{Sh|Orthrus|22}}: One of the most powerful and dangerous kiting ships. Fast, very powerful missiles, and very long ranged tackle to hold and kill enemies from beyond their retaliation range.
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* {{Sh|Phantasm|22}}: Another solid kiting ship, making use of the Sansha Afterburner bonus to stay evasive. Popular for ESS bank fighting where MWDs do not function.
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* {{Sh|Stratios|22}}: The big brother to the [[Astero]]. A [[Cloaking|CovOps-cloaking]] exploration cruiser which is also an extremely dangerous solo hunting ship. Very large drone bay.
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* {{Sh|Vigilant|22}}: A supercharged Thorax, and little brother to the [[Vindicator]]. Able to effectively immobilize enemies, and shred them with blasters.
  
 
== T2 Cruisers ==
 
== T2 Cruisers ==
=== Recons ===  
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Every T1 cruiser hull has a corresponding T2 hull which is even more focused on its specific role. As you need the T1 skill at level five, T2 cruisers can take a long time to train into.
These come in two varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, because they deal more damage or simply because they have better range for their electronic warfare.
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=== Recon Ships ===
Their main purpose is ewar, but their uses vary from race to race.
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{{main|Recon Ships}}
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Recon Ships are tech 2 electronic warfare cruisers. These come in two varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore can warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, more damage, or better range for their electronic warfare systems. Combat recons are also invisible to [[D-scan]] at all times, and Force Recons are also able to light both standard and Covert [[Cynosural Field]]s.
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In either case, whether through covert cloaking or D-scan invisibility, Recon Ships give their enemies no advance warning of their presence before they enter a fight.
  
 
==== Amarr ====
 
==== Amarr ====
Drones for DPS, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, the Pilgrim, does not get a neut range bonus and is therefore limited to roughly 12km neut range, while the Curse can neut at about 36km with recon 5 and best named/T2 neuts.
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Drones for DPS, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage.  
  
* [[Pilgrim]]
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* {{Sh|Pilgrim|22}}: (Force) Shorter neutralizer range than the Curse, but able to fit a more comfortable armor tank.
* [[Curse]]
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* {{Sh|Curse|22}}: (Combat) Very long-ranged high-power energy neutralizers. However, its odd slot layout (5-6-4) means that it is very commonly shield-tanked.
  
==== Minmatar ====
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==== Caldari ====
Extremely long-ranged webs (normal Tech 2 webs fitted on these ships reach about 40km with Recon level 5 -- before [[overheating]]!) and bonuses to target painter strength. No big difference between the Huginn combat recon and the Rapier force recon, except for the cloak.
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Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game.
  
* [[Huginn]]
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* {{Sh|Falcon|22}}: (Force) Weakly armed, but combines ECM with covert cloaking.
* [[Rapier]]
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* {{Sh|Rook|2}}: (Combat) Supplements its ECM with 5 missile launchers.
  
==== Caldari ====
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==== Gallente ====
Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game. The Rook can fit 5 missile launchers and a full flight of light drones; the Falcon can cloak, but only gets 3 guns and 2 drones.
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Extremely long-ranged warp disruptors and scramblers (at Recon 5, can project a T2 Scram 18km or a T2 Disruptor 48km without overheating), and increased Sensor Dampener strength.
  
* [[Falcon]]
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* {{Sh|Arazu|22}}: (Force) Able to scram or disrupt enemies from ridiculous range, and then light a cyno to call in an allied ambush.
* [[Rook]]
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* {{Sh|Lachesis}}: (Combat) Very effective when shield-tanked with its 7 mid slots, a nightmare of a ship used either by or as an answer to, small PvP gangs.
  
==== Gallente ====
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==== Minmatar ====
Bonuses to sensor dampening, and to warp disruptor/scrambler range. Recon 5 gives the pilot 18km scram range and 48km disruptor range without overheating (for Tech 2 mods). The Lachesis will usually forgo its Ewar in favor of a heavy shield tank, while the Arazu is primarily armor fit.(Arazu has an extra low slot in exchange for 1 less mid and high slot)
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Extremely long-ranged webs (at Recon 5, can project a normal web out to 40km without overheating), and bonuses to target painter strength.
  
* [[Arazu]]
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* {{Sh|Rapier|22}}: (Force) Similar to the Arazu, able to apply webs from ridiculous range and then light a cyno for backup.
* [[Lachesis]]
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* {{Sh|Huginn|22}}: (Combat) Fits projectile weapons (rather than the Rapier's missiles), and thus able to bring much more damage along with its webs and target painting.
  
=== Heavy Assault Ships ===  
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=== Heavy Assault Cruisers===
Heavy Assault Ships (commonly called "HACs", "Heavy Assault Cruisers") are extremely versatile and powerful ships. They combine high speed and agility with either high DPS and decent tanks when fitted for close range, or decent DPS and buffer tanks at very long ranges, where only sniper battleships can fire back, when fitted for sniping.
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Heavy Assault Cruisers (commonly called "HACs") are extremely straightforward but powerful ships. They combine moderately high damage with extremely tough shields and armor and can be used easily as fleet-issue short-ranged brawlers or long-ranged snipers. They are often slower than tech 1 cruisers, but still far faster than battlecruisers or battleships.
  
 
Besides their obvious PvP applications, some HACs are also useful PvE ships because they combine substantial tanks and DPS with unusual mobility. This can be useful in, for example, running exploration sites in lowsec or nullsec, where pilots might need to make a quick getaway.
 
Besides their obvious PvP applications, some HACs are also useful PvE ships because they combine substantial tanks and DPS with unusual mobility. This can be useful in, for example, running exploration sites in lowsec or nullsec, where pilots might need to make a quick getaway.
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Heavy Assault Cruisers can use the Assault Damage Control module, an alternative to the regular Damage Control which provides lower passive resistances but can be activated once every 2.5 minutes to provide around 9-11 seconds of near-invulnerability.
  
 
==== Amarr ====
 
==== Amarr ====
* [[Zealot]]: Versatile. Does well at close or sniping ranges, buffer-tanked or active-tanked. The best sub-BS sniper in the game, much better DPS and tank in a close range fit then most other HACs, at the price of slightly lower speed and agility.
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* {{Sh|Zealot|22}}: Versatile laser ship. Does well at close or sniping ranges, buffer-tanked or active-tanked. Effective as a sniper in mid-sized gangs, however somewhat slower than other sniping cruisers.
* [[Sacrilege]]: Tanks like a beast, decent damage with Heavy Assault Missiles. Active tank.
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* {{Sh|Sacrilege|22}}: Extremely durable, but the slowest of the HACs and its missiles suffer from short range and low damage output. However, it has effectively 3 utility/EWAR Mid slots and is also one of the few ships effective in Dark [[Abyssal Deadspace|Abyssal]] Filaments.
  
 
==== Caldari ====
 
==== Caldari ====
* [[Cerberus]]: Long range missile boat. High theoretical DPS compared to other sniper HACs, but missile travel time delays the damage. Other HACs can pretty much hit everything perfectly at their usual sniping ranges, where the Cerberus's missiles still get a damage penalty when hitting moving targets.
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* {{Sh|Cerberus|22}}: Long range missile boat. Highest theoretical DPS of any sniping HAC, but kinetic-locked and suffers from delayed-damage and possible reduced application. Occasionally used in [[Wormhole space#Wolf Rayet|Wolf Rayet]] Wormhole Systems to terrifying effect.
* [[Eagle]]: Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters.
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* {{Sh|Eagle|22}}: Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters. Longest range of any sniping HAC, very durable, and popular in large fleets where it works like a more advanced and expensive [[Ferox]].
  
 
==== Gallente ====
 
==== Gallente ====
* [[Ishtar]]: Great tank, high damage, quite a dangerous HAC. Drone dependent, but can carry multiple flights of heavies or sentries. Passive shield tanking potential and its drones make it popular for PvE too.
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* {{Sh|Ishtar|22}}: After the rework of the Vexor Navy Issue, the Ishtar stepped in as one of the new mainline PvE drone cruisers. Large drone bay, high bandwidth, extended drone control range, and solid defenses (shield or armor) give it great flexibility in target or engagement choices.
* [[Deimos]]: Capability for High DPS with very little tank which has earned this ship its nickname, the "Diemost." It's a very expensive ship that has to get very close to its target when close-range fitted. Given that it also usually has very little tank with High DPS(800+), it's an obvious primary, and can't survive for very long. It does alright in sniper gangs, although it's not the best option for them.
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* {{Sh|Deimos|22}}: Able to attain the highest close-range DPS of any HAC; however the extremely short range of its blasters combined with its suboptimal tank (compared to other armored HACs) earn the ship its nickname, the "Diemost."
  
 
==== Minmatar ====
 
==== Minmatar ====
* [[Muninn]]: Great sniper HAC with artillery. Performs like a better-tanked Rupture at close range. Awesome [[Alpha#Alpha_Strike|alpha]].
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* {{Sh|Muninn|22}}: After the Uprising update, its role changed from a high alpha artillery platform to a missile boat with excellent survivability thanks to its unusual bonus to both shield and armor resistances.  
* [[Vagabond]]: Nasty damage and good tackle, quick and agile, good in a gang. Will melt quickly if locked down. Stabber hulls, like the Vaga, are the fastest cruisers in the game, with the exception of some pirate faction ones.
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* {{Sh|Vagabond|22}}: Built off of the Stabber hull and thus the fastest of the HACs. Excellent autocannon damage projection for small gang combat, and able to handle Electrical [[Abyssal Deadspace|Abyssal]] Filaments with ease. However, its relatively thin shields will quickly collapse if it is held down and focused.
  
=== Heavy Interdictors ===  
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==== Triglavian ====
With the exception of some T3 cruiser setups, Heavy Interdictors ('HICs') have better tanks then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.  
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* {{Sh|Ikitursa|22}}: Expensive, but extremely thick armor, high speed, and extended Entropic Disintegrator damage ramp. Begins with unimpressive damage, but slowly overtakes the damage of most battleships. Efficient at destroying structures, and hostile capital ships, as its cruiser signature makes it resistant to fighter damage. Near-undisputed king of [[Abyssal Deadspace|Abyssal]] PvP, but severely vulnerable to electronic warfare.
  
In 0.0 they can create a 12-20 km radius warp disruption field similar to the bubble created by [[Destroyer#Interdictors|light interdictors]]. However, while the light interdictor can launch its bubble and then get out, leaving its bubble there for 2 minutes regardless, the HIC has to stay where it wants its bubble to be. Furthermore, while the bubble is up (it has a 30-second cycle time), the HIC cannot receive any type of remote support. While its normal speed remains the same, afterburners and microwarpdrives will have reduced effect. In return, the HIC's mass gets heavily reduced, so that it can get up to speed and change direction extremely fast.  
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=== Heavy Interdiction Cruisers ===
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{{main|Heavy Interdiction Cruisers}}
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The role of Heavy Interdiction Cruisers ('HICs' or 'hictors') is heavy tackle. They have an extra 20% resist to increase their tank and are capable of fitting the Warp Disruption Field Generator, a module which can either project an Interdiction Field around the ship or be focused into an "infinity point", a single-target warp disruptor or scrambler that no number of Warp Core Stabilizers can resist.
  
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped; if the enemy starts shooting the bubbling HIC, it can drop its bubble and be repped back up again while the second HIC puts up its bubble instead.  
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In [[Wormhole space]], HICs can also use the unique Zero-Point Mass Entangler module to nearly immobilize themselves but reduce their mass to that of a shuttle, for use in [[Living in Wormhole Space#Rolling Wormholes|rolling]] Wormholes.
  
The bubble can not be used in lowsec or highsec. However, the bubble module can be loaded with a script which increases the range of the point by 50% and focuses its effect so that it acts as a normal warp disruptor with infinite strength instead of creating bubbles. Scripting the module to create this 'infinipoint' also removes all penalties caused by using it, except for the block on remote support. These are the only ships that can, using this infinite point, tackle super-capital ships in low sec.  
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* {{Sh|Devoter|22}}: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in High and Lowsec where HICs usually fit sensor boosters to help them catch fast targets.  
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* {{Sh|Onyx|22}}: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.
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* {{Sh|Phobos|22}}: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.
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* {{Sh|Broadsword|22}}: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.
  
If you see a HIC in empire that seems to have its bubble up, don't worry: it's just a graphical bug caused by loading the grid after the point was activated. This bug has supposedly been fixed now, but you may still see it in some old videos.
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=== Logistics Cruisers ===
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Logistics Cruisers are extremely powerful remote-repair cruisers, intended to provide powerful support and sustenance to allied fleets. All of these ships also have very high damage resistances, small signature radii, and extended range, making them difficult targets to destroy.
  
* [[Devoter]] (Amarr): Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in Empire where HICs usually fit sensor boosters to help them catch fast targets.
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The Tech 2 Logistics Cruisers follow the same rules as their Tech 1 forms: Amarr, Gallente, and Triglavians repair Armor, Caldari and Minmatar repair shields; Amarr and Caldari ships rely on a [[Logistics#Remote_Capacitor_Transfer|Capchain]], Gallente, Minmatar, and Triglavians rely on local cap regen. This means that Amarr and Caldari logistics cruisers are more vulnerable to ECM but that they are extremely resistant to Energy Neutralizers and can also send capacitor support to their allies; while the Gallente, Minmatar, and Triglavians are more vulnerable to Energy Neutralizers, and generally need to sacrifice some of their tank to maintain cap stability. The major functional difference between Tech 1 and Tech 2 Logistics Cruisers is that Tech 1 Logistics Cruisers are intended to only use 3 Medium Remote Repair modules, while Tech 2 Logistics cruisers are intended to use 4 ''Large'' Remote Repair modules.
* [[Onyx]] (Caldari): Shield tank. Lower tank and speed then the Broadsword, but allot more cpu, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its em resist hole.
 
* [[Phobos]] (Gallente): Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.
 
* [[Broadsword]] (Minmatar): Shield tank. Better speed and resists then the Onyx, at the price of CPU for utility mods.
 
  
=== Logistics ===
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The Zarmazd (Triglavian Logistics Cruiser) uses very different principles than other logi ships. In standard Triglavian fashion, the Zarmazd can only fit a single large armor repair module, but in exchange that module gains effectiveness the longer it is focused on a single target. To be precise, the Zarmazd's single Heavy Mutadaptive Remote Armor Repairer scales from the strength of 2 Large Remote Armor Repairers, up to the strength of 5 Large Remote Armor Repairers, over a 90-second ramp time. This makes the Zarmazd a good secondary logistics ship, but not good as a fleet's ''only'' logistic ship. Furthermore, also in standard Triglavian fashion, the Zarmazd also has multiple utility High slots (and thus can fit additional Small Remote Armor Repairers, Remote Capacitor Transmitters, or anti-Drone [[Smartbombs]]), and has a large drone bay and enough bandwidth to use multiple Heavy Drones.
Each race does it a bit differently here, but overall these ships increase the survivability of a fleet in one way or another.  
 
  
Gallente and Amarr repair armor, Caldari and Minmatar repair shields.  
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Logistics Cruisers are much, much more heavily affected by the level of their ship skill than any other ship type. The {{Sk|Logistics Cruisers}} skill reduces the capacitor cost of remote repair modules by 15% per level. However, because the bonuses from multiple levels of a single skill are added together, this means that going from Logistics 0->I, gives only 15% reduced capacitor costs (100% -> 85%), but going from Logistics IV->V gives '''37.5%''' reduced capacitor costs (40%->25%). For this reason, it is a generally accepted practice that any pilot intent on flying a Tech 2 Logistics Cruiser should have the Logistics Cruisers skill trained to IV at the absolute minimum, and V as soon as possible.
  
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisk (Caldari) usually use either one (Logistics V) or two (Logistics IV -- and don't fly a logistics ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots. Their reliance on energy transfer exchanges with their partners mean that these ships are especially vulnerable when jammed by ECM.
+
* {{Sh|Guardian|22}}: Heavy armor, tiny signature, designed for capchain.
 +
* {{Sh|Basilisk|22}}: Heavy shields, designed for capchain.
 +
* {{Sh|Oneiros|22}}: Moderate armor, designed for local regen, bonus to Repair Drones and Remote Tracking Computers.
 +
* {{Sh|Scimitar|22}}: Moderate shields, designed for local regen, bonus to Repair Drones and Remote Tracking Computers.
 +
* {{Sh|Zarmazd|22}}: Heavy armor, designed for local regen. Single repair module that ramps up over 90 seconds. Multiple Utility high slots, and large drone bay for combat drones.
  
The Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on rigs, capacitor power relays and cap rechargers to keep themselves running with their extra lows and mids. However, that locally-generated capacitor energy is not enough to run as many reppers as the cap-transferring logistics ships can.
+
=== Flag Cruisers ===
 +
{{main|Monitor}}
 +
Flag Cruisers are the seats of fleet commanders, they have no combat ability but are exceptionally durable, allowing FCs to command their fleet without the risk of being [[EVE Lexicon#Headshotting|headshot]] (the action of killing enemies FC first).
  
This ship type is probably the one that is affected most by training the ship skill itself up. The reason for this is how the bonus works: you get a very large reduction in cap use, and the lower you get, the more that bonus helps. With logistics 1, you only save 15% of the cap (100 -> 85 cap use), but taking it from 4 to 5 reduce the cap use from 40% to 25%. That means that someone with logistics 5 use 37.5% less cap to run a remote transfer/repper then someone with logistics 4 does.
+
[[Monitor]] is the only Flag Cruiser. It can equip a target painter with essentially zero-strength and ridiculous range, allowing FCs to sign their name on enemies' kill mails.
  
* [[Guardian]] (Amarr)
+
* {{Sh|Monitor|22}}
* [[Basilisk]] (Caldari)
 
* [[Oneiros]] (Gallente)
 
* [[Scimitar]] (Minmatar)
 
  
== T3 Cruisers ==
+
== Strategic Cruisers ==
 +
{{main|Strategic Cruiser}}
 +
Strategic Cruisers, or T3 Cruisers, are advanced and highly customizable ships that in many cases are more comparable to [[Battlecruiser]]s than cruisers. Their choices in subsystems allow them to fill similar roles to almost any other type of cruiser or battlecruiser, potentially fill multiple roles at the same time, and reconfigure themselves to completely change roles, in space, using a Mobile Depot.
  
Information on Tech 3 Cruisers can be found here: [[Strategic Cruiser]]
+
* {{Sh|Legion|22}}: Thick armor, choice between lasers and a mix of missiles and drones. Energy Neutralization as EWAR of choice
 
+
* {{Sh|Tengu|22}}: Thick shields, choice between missiles and railguns. Extreme damage with Heavy Assault Missiles, but is mostly locked to kinetic damage. ECM as EWAR of choice
== Faction Cruisers ==
+
* {{Sh|Proteus|22}}: Blasters and armor. Unpopular due to strange subsystems, but has a niche use in cloaky smartbombing. Warp Disruption as EWAR of choice
 
+
* {{Sh|Loki|22}} The most popular and versatile of strategic cruisers. Shields or armor, projectiles or missiles. Stasis Webification as EWAR of choice
* [[Ashimmu]]
 
* [[Augoror Navy Issue]]
 
* [[Caracal Navy Issue]]
 
* [[Cynabal]]
 
* [[Exequror Navy Issue]]
 
* [[Gila]]
 
* [[Omen Navy Issue]]
 
* [[Osprey Navy Issue]]
 
* [[Phantasm]]
 
* [[Scythe Fleet Issue]]
 
* [[Stabber Fleet Issue]]
 
* [[Vexor Navy Issue]]
 
* [[Vigilant]]
 
  
 
== Rare/Unique Cruisers ==
 
== Rare/Unique Cruisers ==
 +
* {{Sh|Adrestia|22}}
 +
* {{Sh|Bestla|22}}: Prize ship for [[Alliance Tournament]] XVIII
 +
* {{Sh|Etana|22}}
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* {{Sh|Guardian-Vexor|22}}
 +
* {{Sh|Mimir|22}}
 +
* {{Sh|Moracha|22}}
 +
* {{Sh|Opux Luxury Yacht|22}}
 +
* {{Sh|Rabisu|22}}
 +
* {{Sh|Vangel|22}}
 +
* {{Sh|Cybele}}
 +
* {{Sh|Fiend}}
 +
* {{Sh|Laelaps}}
 +
* {{Sh|Chameleon}}
 +
* {{Sh|Cobra}}
 +
* {{Sh|Victor}}
 +
* {{Sh|Tiamat}}
  
* [[Opux Luxury Yacht]]
+
[[Category:Ships]]
* [[Guardian-Vexor]]
 
* [[Mimir]]
 
 
 
[[category:ships]]
 

Latest revision as of 18:52, 14 November 2024

Velocity of Cruisers.
Mass of Cruisers.
Signature radius of Cruisers.
Targeting range of Cruisers.
Scan resolution of Cruisers.

Cruisers are EVE's medium-sized ships, larger than frigates and destroyers but still much smaller, faster, and nimbler than battlecruisers and battleships. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost around 10 million ISK and tend to be the first major financial step up from frigates for new pilots.

There are five classes of Tech 2 cruisers, which are more powerful, more focused on a particular role, and much more expensive than their Tech 1 equivalents:

Cruisers also have a tech 3 variant, strategic cruisers.

T1 Cruisers

Each race has four tech 1 cruiser hulls, divided into several roles. One is an EWAR cruiser, one fills a logistics role, one is a tankier combat cruiser, and another is a speedier attack cruiser.

In PvP some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In PvP, cruisers can also fit tackle to provide some secondary tackling that's harder to scrape off than Tech 1 tackling frigates.

Tech 1 cruisers are the ships most commonly used to run Level 2 missions.

Electronic warfare

  • AmarrArbitrator: Versatile. Bonuses for tracking disruptors, and drones (for mining and damage-dealing). Can be used in fleet PvP, solo PvP, and PvE combat.
  • CaldariBlackbird: Bonuses for ECM. Powerful in a fleet, little or no tank. Often called primary. Can jam at much greater ranges than its T2 versions, the Rook and Falcon, but has much lower jam strength, fewer slots and can't warp cloaked like the Falcon can.
  • GallenteCelestis: Bonuses for sensor dampening. Can be useful in a fleet. Rarely primaried.
  • MinmatarBellicose: Bonuses for target painting and missiles.

Logistics

  • AmarrAugoror: Remote armor repair and energy transfer. Designed for cap chaining.
  • CaldariOsprey: Remote shield boosting and energy transfer. Designed for cap chaining.
  • GallenteExequror: Remote armor repair and repair drones. Designed for local cap regeneration.
  • MinmatarScythe: Remote shield boosting and repair drones. Designed for local cap regeneration.
  • Triglavian CollectiveRodiva: Single-target spooling armor repair. Designed for local cap regeneration.

Attack cruisers

  • AmarrOmen: Respectable damage-dealer. The Arbitrator is usually a better PvP choice since it can get equivalent buffer and DPS, while offering more versatility with varying drone types and some ewar.
  • CaldariCaracal: Missile ship. Good mission-runner. Unspectacular damage-dealer in PvP, but its ability to mount an impressive shield tank, microwarpdrive and rapid light missiles that apply damage well to small targets makes it a popular choice for PvP fleets. Possibly the most popular cruiser for PvE.
  • GallenteThorax: Fast PvP gunboat, usually fits blasters. Very high DPS with good skills and fitting.
  • MinmatarStabber: Very fast skirmisher. Sees limited use in PvP and PvE.
  • EDENCOMStormbringer: Unique Vorton turret that hits multiple targets per cycle. Bonused for Shield resistance. Has extremely long range.
  • Triglavian CollectiveVedmak: Fast skirmisher, with the Triglavian spooling weapon damage.

Combat cruisers

  • AmarrMaller: Can mount a massive tank (and is often used as bait in PvP).
  • CaldariMoa: Tanks well, designed to fight at range with railguns. Very good DPS for its range.
  • GallenteVexor: Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for PvE and PvP combat. Can match the Thorax for DPS, but it is less commonly used in this role than the Thorax and is, therefore, less obvious when the enemy looks for a high DPS, low tank ship to primary.
  • MinmatarRupture: Useful in PvP and PvE. Potentially very high DPS, like the Thorax. Can fit a decent PvE armor tank, or a PvP buffer armor tank, or a nimble PvP buffer shield tank.

Empire Faction Cruisers

Each empire faction has two faction cruisers: one based on a T1 combat hull, the other based on a T1 logistic hull but now bonused for DPS. They can be bought through LP.

  • AmarrAugoror Navy Issue: Extremely thick armor and powerful lasers.
  • AmarrOmen Navy Issue: Improved laser range lends well to kiting combat styles.
  • CaldariCaracal Navy Issue: Loses the Caracal's range for improved application. Left in an awkward spot as its cruiser-sized missiles don't generally have serious application issues.
  • CaldariOsprey Navy Issue: More expensive but more effective alternative to the Caracal. Slightly slower but more durable, and very efficient at Overheating.
  • GallenteExequror Navy Issue: Higher-damage Thorax alternative. Does not gain improved application though, so more attention to accuracy is required.
  • GallenteVexor Navy Issue: Formerly the standard subcapital PvE ship, now a solo PvP localtanked hybrid turret and droneboat. Once again similar to the Thorax but with a much greater emphasis on its drones.
  • MinmatarScythe Fleet Issue: Fast and evasive and oddly bonused to either autocannons or missiles. Similar to the Caracal when using missiles and similar to the Stabber when using autocannons.
  • MinmatarStabber Fleet Issue: A direct upgrade to the Stabber but an even rarer ship to see.

Pirate Faction Cruisers

Pirate faction cruisers cover a wide range of specializations. They all gain bonuses from two empire cruiser skills. Their blueprint copies can drop from certain NPCs or be obtained through the faction's LP.

  • Blood RaiderAshimmu: Webs for application, and effective lasers and cap warfare. Can either be a pure neutralizer/drone boat, or use nosferatus to power its lasers.
  • Angel CartelCynabal: Extremely fast projectile weapon skirmisher and kiter. Increased warp speed.
  • GuristasGila: Solid missiles, extremely powerful and durable drones, and thick shields. One of the most popular and effective PvE ships across all regions of space and targets.
  • Mordu's LegionOrthrus: One of the most powerful and dangerous kiting ships. Fast, very powerful missiles, and very long ranged tackle to hold and kill enemies from beyond their retaliation range.
  • Sansha's NationPhantasm: Another solid kiting ship, making use of the Sansha Afterburner bonus to stay evasive. Popular for ESS bank fighting where MWDs do not function.
  • Sisters of EVEStratios: The big brother to the Astero. A CovOps-cloaking exploration cruiser which is also an extremely dangerous solo hunting ship. Very large drone bay.
  • SerpentisVigilant: A supercharged Thorax, and little brother to the Vindicator. Able to effectively immobilize enemies, and shred them with blasters.

T2 Cruisers

Every T1 cruiser hull has a corresponding T2 hull which is even more focused on its specific role. As you need the T1 skill at level five, T2 cruisers can take a long time to train into.

Recon Ships

Main article: Recon Ships

Recon Ships are tech 2 electronic warfare cruisers. These come in two varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore can warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, more damage, or better range for their electronic warfare systems. Combat recons are also invisible to D-scan at all times, and Force Recons are also able to light both standard and Covert Cynosural Fields.

In either case, whether through covert cloaking or D-scan invisibility, Recon Ships give their enemies no advance warning of their presence before they enter a fight.

Amarr

Drones for DPS, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage.

  • AmarrPilgrim: (Force) Shorter neutralizer range than the Curse, but able to fit a more comfortable armor tank.
  • AmarrCurse: (Combat) Very long-ranged high-power energy neutralizers. However, its odd slot layout (5-6-4) means that it is very commonly shield-tanked.

Caldari

Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game.

  • CaldariFalcon: (Force) Weakly armed, but combines ECM with covert cloaking.
  • CaldariRook: (Combat) Supplements its ECM with 5 missile launchers.

Gallente

Extremely long-ranged warp disruptors and scramblers (at Recon 5, can project a T2 Scram 18km or a T2 Disruptor 48km without overheating), and increased Sensor Dampener strength.

  • GallenteArazu: (Force) Able to scram or disrupt enemies from ridiculous range, and then light a cyno to call in an allied ambush.
  • GallenteLachesis: (Combat) Very effective when shield-tanked with its 7 mid slots, a nightmare of a ship used either by or as an answer to, small PvP gangs.

Minmatar

Extremely long-ranged webs (at Recon 5, can project a normal web out to 40km without overheating), and bonuses to target painter strength.

  • MinmatarRapier: (Force) Similar to the Arazu, able to apply webs from ridiculous range and then light a cyno for backup.
  • MinmatarHuginn: (Combat) Fits projectile weapons (rather than the Rapier's missiles), and thus able to bring much more damage along with its webs and target painting.

Heavy Assault Cruisers

Heavy Assault Cruisers (commonly called "HACs") are extremely straightforward but powerful ships. They combine moderately high damage with extremely tough shields and armor and can be used easily as fleet-issue short-ranged brawlers or long-ranged snipers. They are often slower than tech 1 cruisers, but still far faster than battlecruisers or battleships.

Besides their obvious PvP applications, some HACs are also useful PvE ships because they combine substantial tanks and DPS with unusual mobility. This can be useful in, for example, running exploration sites in lowsec or nullsec, where pilots might need to make a quick getaway.

Heavy Assault Cruisers can use the Assault Damage Control module, an alternative to the regular Damage Control which provides lower passive resistances but can be activated once every 2.5 minutes to provide around 9-11 seconds of near-invulnerability.

Amarr

  • AmarrZealot: Versatile laser ship. Does well at close or sniping ranges, buffer-tanked or active-tanked. Effective as a sniper in mid-sized gangs, however somewhat slower than other sniping cruisers.
  • AmarrSacrilege: Extremely durable, but the slowest of the HACs and its missiles suffer from short range and low damage output. However, it has effectively 3 utility/EWAR Mid slots and is also one of the few ships effective in Dark Abyssal Filaments.

Caldari

  • CaldariCerberus: Long range missile boat. Highest theoretical DPS of any sniping HAC, but kinetic-locked and suffers from delayed-damage and possible reduced application. Occasionally used in Wolf Rayet Wormhole Systems to terrifying effect.
  • CaldariEagle: Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters. Longest range of any sniping HAC, very durable, and popular in large fleets where it works like a more advanced and expensive Ferox.

Gallente

  • GallenteIshtar: After the rework of the Vexor Navy Issue, the Ishtar stepped in as one of the new mainline PvE drone cruisers. Large drone bay, high bandwidth, extended drone control range, and solid defenses (shield or armor) give it great flexibility in target or engagement choices.
  • GallenteDeimos: Able to attain the highest close-range DPS of any HAC; however the extremely short range of its blasters combined with its suboptimal tank (compared to other armored HACs) earn the ship its nickname, the "Diemost."

Minmatar

  • MinmatarMuninn: After the Uprising update, its role changed from a high alpha artillery platform to a missile boat with excellent survivability thanks to its unusual bonus to both shield and armor resistances.
  • MinmatarVagabond: Built off of the Stabber hull and thus the fastest of the HACs. Excellent autocannon damage projection for small gang combat, and able to handle Electrical Abyssal Filaments with ease. However, its relatively thin shields will quickly collapse if it is held down and focused.

Triglavian

  • Triglavian CollectiveIkitursa: Expensive, but extremely thick armor, high speed, and extended Entropic Disintegrator damage ramp. Begins with unimpressive damage, but slowly overtakes the damage of most battleships. Efficient at destroying structures, and hostile capital ships, as its cruiser signature makes it resistant to fighter damage. Near-undisputed king of Abyssal PvP, but severely vulnerable to electronic warfare.

Heavy Interdiction Cruisers

Main article: Heavy Interdiction Cruisers

The role of Heavy Interdiction Cruisers ('HICs' or 'hictors') is heavy tackle. They have an extra 20% resist to increase their tank and are capable of fitting the Warp Disruption Field Generator, a module which can either project an Interdiction Field around the ship or be focused into an "infinity point", a single-target warp disruptor or scrambler that no number of Warp Core Stabilizers can resist.

In Wormhole space, HICs can also use the unique Zero-Point Mass Entangler module to nearly immobilize themselves but reduce their mass to that of a shuttle, for use in rolling Wormholes.

  • AmarrDevoter: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in High and Lowsec where HICs usually fit sensor boosters to help them catch fast targets.
  • CaldariOnyx: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.
  • GallentePhobos: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.
  • MinmatarBroadsword: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.

Logistics Cruisers

Logistics Cruisers are extremely powerful remote-repair cruisers, intended to provide powerful support and sustenance to allied fleets. All of these ships also have very high damage resistances, small signature radii, and extended range, making them difficult targets to destroy.

The Tech 2 Logistics Cruisers follow the same rules as their Tech 1 forms: Amarr, Gallente, and Triglavians repair Armor, Caldari and Minmatar repair shields; Amarr and Caldari ships rely on a Capchain, Gallente, Minmatar, and Triglavians rely on local cap regen. This means that Amarr and Caldari logistics cruisers are more vulnerable to ECM but that they are extremely resistant to Energy Neutralizers and can also send capacitor support to their allies; while the Gallente, Minmatar, and Triglavians are more vulnerable to Energy Neutralizers, and generally need to sacrifice some of their tank to maintain cap stability. The major functional difference between Tech 1 and Tech 2 Logistics Cruisers is that Tech 1 Logistics Cruisers are intended to only use 3 Medium Remote Repair modules, while Tech 2 Logistics cruisers are intended to use 4 Large Remote Repair modules.

The Zarmazd (Triglavian Logistics Cruiser) uses very different principles than other logi ships. In standard Triglavian fashion, the Zarmazd can only fit a single large armor repair module, but in exchange that module gains effectiveness the longer it is focused on a single target. To be precise, the Zarmazd's single Heavy Mutadaptive Remote Armor Repairer scales from the strength of 2 Large Remote Armor Repairers, up to the strength of 5 Large Remote Armor Repairers, over a 90-second ramp time. This makes the Zarmazd a good secondary logistics ship, but not good as a fleet's only logistic ship. Furthermore, also in standard Triglavian fashion, the Zarmazd also has multiple utility High slots (and thus can fit additional Small Remote Armor Repairers, Remote Capacitor Transmitters, or anti-Drone Smartbombs), and has a large drone bay and enough bandwidth to use multiple Heavy Drones.

Logistics Cruisers are much, much more heavily affected by the level of their ship skill than any other ship type. The Logistics Cruisers skill reduces the capacitor cost of remote repair modules by 15% per level. However, because the bonuses from multiple levels of a single skill are added together, this means that going from Logistics 0->I, gives only 15% reduced capacitor costs (100% -> 85%), but going from Logistics IV->V gives 37.5% reduced capacitor costs (40%->25%). For this reason, it is a generally accepted practice that any pilot intent on flying a Tech 2 Logistics Cruiser should have the Logistics Cruisers skill trained to IV at the absolute minimum, and V as soon as possible.

  • AmarrGuardian: Heavy armor, tiny signature, designed for capchain.
  • CaldariBasilisk: Heavy shields, designed for capchain.
  • GallenteOneiros: Moderate armor, designed for local regen, bonus to Repair Drones and Remote Tracking Computers.
  • MinmatarScimitar: Moderate shields, designed for local regen, bonus to Repair Drones and Remote Tracking Computers.
  • Triglavian CollectiveZarmazd: Heavy armor, designed for local regen. Single repair module that ramps up over 90 seconds. Multiple Utility high slots, and large drone bay for combat drones.

Flag Cruisers

Main article: Monitor

Flag Cruisers are the seats of fleet commanders, they have no combat ability but are exceptionally durable, allowing FCs to command their fleet without the risk of being headshot (the action of killing enemies FC first).

Monitor is the only Flag Cruiser. It can equip a target painter with essentially zero-strength and ridiculous range, allowing FCs to sign their name on enemies' kill mails.

Strategic Cruisers

Main article: Strategic Cruiser

Strategic Cruisers, or T3 Cruisers, are advanced and highly customizable ships that in many cases are more comparable to Battlecruisers than cruisers. Their choices in subsystems allow them to fill similar roles to almost any other type of cruiser or battlecruiser, potentially fill multiple roles at the same time, and reconfigure themselves to completely change roles, in space, using a Mobile Depot.

  • AmarrLegion: Thick armor, choice between lasers and a mix of missiles and drones. Energy Neutralization as EWAR of choice
  • CaldariTengu: Thick shields, choice between missiles and railguns. Extreme damage with Heavy Assault Missiles, but is mostly locked to kinetic damage. ECM as EWAR of choice
  • GallenteProteus: Blasters and armor. Unpopular due to strange subsystems, but has a niche use in cloaky smartbombing. Warp Disruption as EWAR of choice
  • MinmatarLoki The most popular and versatile of strategic cruisers. Shields or armor, projectiles or missiles. Stasis Webification as EWAR of choice

Rare/Unique Cruisers