Difference between revisions of "Cerberus"

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<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 2024-11-15)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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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  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* 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
+
| shipimg=Cerberus.jpg
|shipid=11993
+
| shipname=Cerberus
|shipimg=Cerberus.jpg
+
| class=Heavy Assault Cruiser
|shipname=Cerberus
+
| grouping=Heavy Assault Cruisers
|caption=Cerberus
+
| hulltype=Caracal Class
|class=Heavy Assault Ship
+
| faction=Caldari State
|grouping=Heavy Assault Ships
+
| variations= {{Ship|Caracal}}, {{Ship|Caracal Navy Issue}}
|hulltype=Caracal Class
+
| tech=2
|faction=Caldari State
 
|race=Caldari
 
|roles=unspecified
 
|variations={{Ship|Caracal}}, {{Ship|Caracal Navy Issue}}
 
|tech=2
 
 
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
|powergrid=635 MW
 
|cpu=440 tf
 
|capacitor=1,062.5 GJ
 
|highs=6
 
|turrets=0
 
|launchers=5
 
|mediums=5
 
|lows=4
 
 
|mass=12,720,000 kg
 
|volume=92,000 m&#179;
 
|cargohold=650 m&#179;
 
 
|dronebay=0 m&#179;
 
|bandwidth=0 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><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 Skill Bonus:</b><br>5% bonus to Kinetic Missile damage per level<br>10% bonus to Missile velocity per level<br><b>Heavy Assault Ship Skill Bonus:</b><br>10% bonus to Heavy Assault and Heavy Missile flight time per level<br>5% bonus to Missile Launcher rate of fire per level
 
 
|structurehp=1,406 HP
 
|shieldhp=2,004 HP |shieldem=0 |shieldexp=50 |shieldkin=70 |shieldtherm=80
 
|armorhp=1,196 HP |armorem=50 |armorexp=10 |armorkin=63 |armortherm=86
 
 
|maxvelocity=175 m/s
 
|inertia=0.464
 
|warpspeed=3.8 AU/s
 
|warptime=8.17 s
 
 
|targetrange=80 km
 
|sigradius=135 m
 
|maxlockedtargets=6
 
|sensortype=Gravimetric
 
|sensorvalue=16 points
 
|scanres=282 mm
 
 
|reqskills=*Caldari Cruiser V<small>29d 15h 6m</small>
 
**Spaceship Command II<small></small>
 
**Caldari Destroyer III<small></small>
 
***Caldari Frigate III<small>2d 2h 17m</small>
 
*Heavy Assault Ships I<small>50m</small>
 
**Energy Grid Upgrades V<small></small>
 
***Engineering II<small></small>
 
***Science I<small></small>
 
**Weapon Upgrades V<small>11d 20h 26m</small>
 
***Gunnery II<small></small>
 
**Spaceship Command V<small>5d 22h 13m</small>
 
**Energy Management IV<small>4d 4h 34m</small>
 
***Engineering IV<small></small>
 
|totaltraintime=62d 6h 47m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Cerberus Cerberus on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| powergrid= 820 MW
 +
| 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>
 +
•&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=4.5 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=
 
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==Summary==
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== 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 20%. 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_Crusiers|Heavy Assault Crusiers]]''' 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:Missile Launcher Operation#Heavy Missiles|Heavy Missiles]]''' V, '''[[Skills:Missile Launcher Operation#Heavy Assault Missiles|Heavy Assault Missiles]]''' V, and '''[[Skills:Missile Launcher Operation#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missile Launcher Operation#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:Missile Launcher Operation#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missile Launcher Operation#Rapid Launch|Rapid Launch]], [[Skills:Missile Launcher Operation#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#Engineering|Engineering]]''' and '''[[Skills:Electronics#Electronics|Electronics]]''' skills required for adequately fitting most ships. '''[[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Gunnery#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:Missile Launcher Operation#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missile Launcher Operation#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronics#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:Missile Launcher Operation#Missile Projection|Missile Projection]]''' and '''[[Skills:Missile Launcher Operation#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:Engineering#Shield Operation|Shield Operation]]''' and '''[[Skills:Engineering#Shield Management|Shield Management]]''' should be trained to at least IV to improve shield capacity and recharge rate. While '''[[Skills:Engineering#Tactical Shield Manipulation|Tactical Shield Manipulation]]''' should be trained to V remove shield penetration chance and to allow the use of the T2 [[Shield_Tanking#Shield_Boost_Amplifiers|Shield Boost Amplifier]] module.
+
* {{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:Engineering#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:Engineering#EM Shield Compensation|EM Shield Compensation]], [[Skills:Engineering#Thermic Shield Compensation|Thermic Shield Compensation]], [[Skills:Engineering#Kinetic Shield Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Engineering#Explosive Shield Compensation|Explosive Shield Compensation]]''' trained to level IV to further improve shield resistances.
+
* {{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:Mechanics#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.''
  
==Fitting==
+
== Patch History ==
''No tagged fittings for Cerberus.''
+
{{Expansion past
 +
|'''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.
  
==Tactics==
+
'''19.01 Release - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes])
''No sub-article about Cerberus roles or piloting tactics. You can write them here.''
+
* MWD bloom bonus removed from heavy assault cruisers.  
  
==Notes==
+
'''October 2019 Release - 2019-10-15.1'''
''You can write additional notes for Cerberus here.''
+
 
 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
* 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:Database]][[Category:Ship Database]][[Category:Heavy Assault Ships]]
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[[Category:Heavy Assault Cruisers]]

Latest revision as of 19:25, 15 November 2024

EVE University Database
 
Ship Database
Cerberus
CornerT2h.png
Cerberus
Caldari State
Caldari State
Heavy Assault Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES
The principles of rocket science are simple, the results are not.
– Dr. Holene Vailakkel


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.

SHIP BONUSES

Heavy Assault Cruisers bonuses (per skill level):
7.5% bonus to Shield Booster amount
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher Rate of Fire
Caldari Cruiser bonuses (per skill level):
5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
20% bonus to Heavy Assault Missile max velocity
Role Bonus:
• Can fit Assault Damage Controls

Required Skills
Training Time what's this?
63d 9h 37m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Caracal
Caracal.jpg
Caracal
Standard Cruisers Caracal Class
Icon hi slot.png5 (5/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png630 MW Icon cpu.png430 tf
Icon velocity.png230 m/sec
Icon capacity.png450 m³
, Caracal Navy Issue
Caracal Navy Issue.jpg
CornerTFs.png
Caracal Navy Issue
Faction Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png6 Icon low slot.png3
Icon powergrid.png900 MW Icon cpu.png465 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
820 MW
CPU
cpu output
535 tf
Capacitor
capacitor
1,200 GJ
High
high slots
6
Launchers
launcher slots
6
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
220 m/sec
Inertia Modifier
inertia modifier (agility)
0.463
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
8.16 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
15 m³
Drone Bandwidth
drone bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
60 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
24 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
282 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
12,720,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
650 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
86.25
KIN
kinetic resistance
62.5
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
2,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
80
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

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 20%. 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.

Skills

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