Difference between revisions of "Condor"
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− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 2024-11-15) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/mistype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=583 | |
− | + | | shipimg=Condor.jpg | |
− | + | | shipname=Condor | |
− | + | | class=Frigate | |
− | + | | grouping=Standard Frigates | |
− | + | | hulltype=Condor Class | |
− | + | | faction=Caldari State | |
− | + | | variations={{Ship|Crow}},{{Ship|Raptor}} | |
− | + | | tech= | |
− | + | | powergrid=35 MW | |
− | + | | cpu=185 tf | |
− | + | | capacitor=300 GJ | |
− | + | | highs=4 | |
− | + | | turrets=0 | |
− | + | | launchers=3 | |
− | + | | mediums=4 | |
− | + | | lows=2 | |
− | + | | mass=1,100,000 kg | |
− | + | | volume=18,000 m³ | |
− | + | | cargohold=130 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay= | |
− | + | | bandwidth= | |
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+ | | quote= Move faster than the guilty can run. | ||
+ | | quote_attribution= Sunmenas Ikydoishin, CEO of Home Guard | ||
+ | | info=The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations. | ||
+ | | bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>10% bonus to kinetic Light Missile and Rocket damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> | ||
+ | | structurehp=250 HP | ||
+ | | shieldhp=400 HP | ||
+ | | shieldem=0 | ||
+ | | shieldexp=50 | ||
+ | | shieldkin=40 | ||
+ | | shieldtherm=20 | ||
+ | | armorhp=250 HP | ||
+ | | armorem=50 | ||
+ | | armorexp=10 | ||
+ | | armorkin=25 | ||
+ | | armortherm=45 | ||
+ | | maxvelocity=400 m/sec | ||
+ | | inertia=2.9 | ||
+ | | warpspeed=5 AU/s | ||
+ | | warptime=4.42 s | ||
+ | | targetrange=30.00 km | ||
+ | | sigradius=33 m | ||
+ | | maxlockedtargets=4 | ||
+ | | sensortype=Gravimetric | ||
+ | | sensorvalue=9 points | ||
+ | | scanres=880 mm | ||
+ | | reqskills=*{{RequiredSkill|Caldari Frigate|I}} | ||
+ | ** {{RequiredSkill|Spaceship Command|I}} | ||
+ | |||
+ | | totaltraintime=25m 0s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1= | ||
+ | | highlights2= | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
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− | ==Summary== | + | == Summary == |
− | The Condor is the Caldari | + | The Condor is the Caldari [[Frigates#Fast Frigates|Attack Frigate]]. The Condor's speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a good tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Condor tricky to predict and counter. The Condor also has bonuses to light missile and rocket damage. In principle, all of this makes the Condor a versatile Attack Frigate, capable of being flown in a number of different ways. In practice, however, the Condor is relatively slow and difficult to fit, especially for low-skill pilots. New, Caldari-focused players that want to fly fast tackle have a tough choice between piloting the Condor in spite of its limitations, or cross-training into a different racial tackler. |
+ | |||
+ | The Condor’s versatility makes it a good platform for new pilots learning different approaches to tackling and scouting. Flying the Condor provides practice for eventually piloting fleet interceptors (such as the [[Crow]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Condor isn't quite as effective as a Tech II Interceptor, it can still serve as a good tackle ship. E-UNI Condor pilots are strongly advised to read the [[Tackling|UniWiki guide to tackling]]. | ||
+ | |||
+ | The Condor has the lowest base HP of all Attack Frigates, much of which is focused on shield. As a result, the Condor is typically fit with a mid-slot shield extender and shield rigs. The tackle Condor is also typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots, like most fast tackle frigates. The fourth mid slot can be fit with a variety of different modules—a warp scrambler (“scram”), a stasis webifier (“web”), a sensor booster for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Condor pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies. | ||
− | + | The Condor has the least powergrid (PG) of the Attack Frigates, and that means that once the ship’s mid slots have been filled, there is little room for anything else. The Condor’s bonuses to missiles and rockets are difficult to take advantage of, because launchers require PG that the Condor doesn’t have. Tackle Condors can instead be fit with no weapons at all. The Condor can also be fit as a kiting missile or rocket frigate, but only by sacrificing tank. Caldari characters looking for a PvE frigate, or a “second” (scram/web) tackler, would be much better off flying the [[Merlin]] Combat Frigate. | |
− | |||
− | == | + | == Skills == |
− | + | * Missile skills - these will increase the damage and range of missiles/rockets. These are more important when flying solo or in a damage dealer than when flying tackle. | |
+ | * Shield skills - these will make it easier to fit shield extenders ([[Skills:Shields#Shield Upgrades|Shield Upgrades]] in particular) and increases their effectiveness. Helpful for all roles. | ||
+ | * Weapon Disruption skills - these will help only if flying with weapons disruptors fit which are present on some tackle fits. | ||
− | + | == Tactics == | |
− | + | Fleet Condor pilots should read the UniWiki articles on [[Scouting]] and [[Tackling]]; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Condor: | |
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− | + | * '''Choose your targets wisely.''' The Condor is especially effective against large ships, because they have trouble tracking the Condor with their larger weapons systems. Condor pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours. | |
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− | + | * '''Keep an appropriate distance.''' If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds. | |
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− | + | :If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range. | |
− | This ship | ||
− | ==Notes== | + | * '''Spiral in.''' Because the Condor is poorly tanked, the Condor pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Condor pilots should just fly straight at these targets. The [[Manual Piloting#Spiral Maneuver|Manual Piloting]] page has more details. |
− | + | ||
+ | * '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off (by double clicking in front of them). Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly. | ||
+ | |||
+ | * '''Call your point in comms.''' Let your fleetmates know when they should warp to you! | ||
+ | |||
+ | == Notes == | ||
+ | Condors are one of two types of birds, named after the places where they live; the California Condor and the Andean Condor. | ||
{{ShipsMatrix}} | {{ShipsMatrix}} | ||
− | + | ||
+ | [[Category:Ship Database]] | ||
+ | [[Category:Standard Frigates]] |
Latest revision as of 19:27, 15 November 2024
RELATED UNI-WIKI REFERENCES
|
Move faster than the guilty can run.
SHIP BONUSES
Caldari Frigate bonuses (per skill level):
Ship Attributes
|
Summary
The Condor is the Caldari Attack Frigate. The Condor's speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a good tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Condor tricky to predict and counter. The Condor also has bonuses to light missile and rocket damage. In principle, all of this makes the Condor a versatile Attack Frigate, capable of being flown in a number of different ways. In practice, however, the Condor is relatively slow and difficult to fit, especially for low-skill pilots. New, Caldari-focused players that want to fly fast tackle have a tough choice between piloting the Condor in spite of its limitations, or cross-training into a different racial tackler.
The Condor’s versatility makes it a good platform for new pilots learning different approaches to tackling and scouting. Flying the Condor provides practice for eventually piloting fleet interceptors (such as the Crow), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Condor isn't quite as effective as a Tech II Interceptor, it can still serve as a good tackle ship. E-UNI Condor pilots are strongly advised to read the UniWiki guide to tackling.
The Condor has the lowest base HP of all Attack Frigates, much of which is focused on shield. As a result, the Condor is typically fit with a mid-slot shield extender and shield rigs. The tackle Condor is also typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots, like most fast tackle frigates. The fourth mid slot can be fit with a variety of different modules—a warp scrambler (“scram”), a stasis webifier (“web”), a sensor booster for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Condor pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.
The Condor has the least powergrid (PG) of the Attack Frigates, and that means that once the ship’s mid slots have been filled, there is little room for anything else. The Condor’s bonuses to missiles and rockets are difficult to take advantage of, because launchers require PG that the Condor doesn’t have. Tackle Condors can instead be fit with no weapons at all. The Condor can also be fit as a kiting missile or rocket frigate, but only by sacrificing tank. Caldari characters looking for a PvE frigate, or a “second” (scram/web) tackler, would be much better off flying the Merlin Combat Frigate.
Skills
- Missile skills - these will increase the damage and range of missiles/rockets. These are more important when flying solo or in a damage dealer than when flying tackle.
- Shield skills - these will make it easier to fit shield extenders (Shield Upgrades in particular) and increases their effectiveness. Helpful for all roles.
- Weapon Disruption skills - these will help only if flying with weapons disruptors fit which are present on some tackle fits.
Tactics
Fleet Condor pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Condor:
- Choose your targets wisely. The Condor is especially effective against large ships, because they have trouble tracking the Condor with their larger weapons systems. Condor pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
- Keep an appropriate distance. If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
- If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
- Spiral in. Because the Condor is poorly tanked, the Condor pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Condor pilots should just fly straight at these targets. The Manual Piloting page has more details.
- Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off (by double clicking in front of them). Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
- Call your point in comms. Let your fleetmates know when they should warp to you!
Notes
Condors are one of two types of birds, named after the places where they live; the California Condor and the Andean Condor.