Difference between revisions of "Inquisitor"
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− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 5/29/2014) | |
− | + | ------------------------------------------------------------- | |
− | + | * 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=590 | |
− | + | | shipimg=Inquisitor.jpg | |
− | + | | shipname=Inquisitor | |
− | + | | class=Frigate | |
− | + | | grouping=Standard Frigates | |
− | + | | hulltype=Inquisitor Class | |
− | + | | faction=Amarr Empire | |
− | + | | variations={{Ship|Deacon}}, {{Ship|Purifier}} | |
− | + | | tech= | |
− | + | | powergrid=51 MW | |
− | + | | cpu=135 tf | |
− | + | | capacitor= 675 GJ | |
− | + | | highs=3 | |
− | + | | turrets=2 | |
− | + | | launchers=0 | |
− | + | | mediums=2 | |
− | + | | lows=4 | |
− | + | | mass=1,630,000 kg | |
− | + | | volume=28,700 m³ | |
− | + | | cargohold=250 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay=5 m³ | |
− | + | | bandwidth=5 Mbit/sec | |
− | + | | info=In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor.<br><br>The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.<br> | |
− | + | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% bonus to Remote Armor Repairer amount<br>10% reduction in Remote Armor Repairer activation cost<br><b>Role Bonus:</b><br>50% bonus to Remote Armor Repairer optimal range<br>600% bonus to Remote Armor Repairer falloff<br> | |
− | + | | structurehp=330 HP | |
− | + | | shieldhp=225 HP | |
− | + | | shieldem=0 | |
− | + | | shieldexp=50 | |
− | + | | shieldkin=40 | |
− | + | | shieldtherm=20 | |
− | + | | armorhp=500 HP | |
− | + | | armorem=50 | |
− | + | | armorexp=20 | |
− | + | | armorkin=25 | |
− | + | | armortherm=35 | |
− | + | | maxvelocity=405 m/sec | |
− | + | | inertia=3.55 | |
− | + | | warpspeed=5 AU/s | |
− | + | | warptime=8.02 s | |
− | + | | targetrange=36.00 km | |
− | + | | sigradius=34 m | |
− | + | | maxlockedtargets=7 | |
− | + | | sensortype=RADAR | |
− | + | | sensorvalue=10 points | |
− | + | | scanres=900 mm | |
− | + | | reqskills=*{{RequiredSkill|Amarr Frigate|I}} | |
− | + | ** {{RequiredSkill|Spaceship Command|I}} | |
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− | **Spaceship Command I | ||
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+ | | totaltraintime=25m 0s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1= | ||
+ | | highlights2= | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
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− | ==Summary== | + | == Summary == |
− | The Inquisitor is the Amarr | + | The Inquisitor is the Amarr [[Frigates#Logistics Frigates|Logistics Frigate]]; Inquisitor pilots repair their fleetmates’ ships during battle. The Inquisitor is bonused for remote armor repair, which matches the Amarr racial focus on armor tanking. The ship’s bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Inquisitor is a great first step in learning about [[Logistics]]. Inquisitor pilots often go on train into heavier Tech I logistics cruisers (such as the Amarr [[Augoror]]), and then Tech II logistics ships (including the [[Deacon]] and [[Guardian]]). But the Inquisitor is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key. |
− | + | One defining challenge of flying Tech I logistics frigates in general, and the Inquisitor in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Inquisitor is typically fit to boost available capacitor—with a cap recharger or booster in a mid slot, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Inquisitor with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Inquisitor needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Inquisitor should use the in-game fitting simulation window, or an out-of-game tool like [[Pyfa]], to match any fit to their specific skills and to gauge the ship’s cap stability. (This also means you may need to swap out modules on any pre-fit Inquisitor hulls that you purchase on corp contracts, to make them work with your skills.) | |
− | The | + | The Inquisitor has more tank and more native capacitor than any other Tech I logistics frigate, which make it a particularly effective logistics frigate. The Inquisitor and the [[Deacon]], its Tech II cousin, are favored over the other racial frigates in gangs of small armor-focused damage-dealers (such as the [[Confessor]], [[Coercer]] or [[Punisher]]). The Inquisitor is also a great ship for younger players to participate in small-ship shattered wormhole ([[Shattered wormhole systems#Standard Shattered Wormhole Systems|C13]]) PvE. |
− | ==Skills== | + | == Skills == |
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− | + | The Inquisitor, like the other T1 Logistics Frigates, is not very skill intensive. The basic skills to fly a doctrine fitting along with Amarr Frigate III are not a bad starting point. | |
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− | skills | ||
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− | + | * {{sk|Amarr Frigate}} to increase repair amount and reduce capacitor use to run more repair modules for longer. | |
− | + | * {{sk|Remote Armor Repair Systems}} to further reduce capacitor use on repair modules. | |
− | + | * {{sk|Hull Upgrades}} to fit stronger tank modules. This is important as the highest resistances your ship has, the stronger repairs on you from the other logistics pilots will be. | |
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− | + | == Tactics == | |
− | + | New Inquisitor pilots should read the [[Logistics#Logistics organization and tactics|Tactics section of the UniWiki’s Logistics guide]], and attend a [[Logistics (CORE class)]]; these will provide some details on how to fly logistics frigates. Some tips on flying the Inquisitor: | |
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− | + | * '''Watch your capacitor, and activate modules only when needed.''' As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, you’ll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you won’t need your MWD any more. Remember to turn it off! | |
− | '' | ||
− | + | :Likewise, as your fleetmates start to take damage, it’s easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually. | |
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− | When comparing | + | * '''Stay moving, behind your fleetmates.''' One advantage of the Inquisitor is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you aren’t sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action. |
+ | |||
+ | == Notes == | ||
+ | While both Amarr logistics cruisers—the [[Augoror]] and the [[Guardian]]—are designed to fly as part of a [[Logistics#Cap-Chain Logistics Cruisers|cap chain]], the Inquisitor frigate is designed to be self-sufficient when it comes to capacitor usage. | ||
+ | |||
+ | When comparing remote repair modules and self-repair modules, be aware that EFT reports self-repair rates in EHP/s, while the remote repair are reported as HP/s. The EHP/s is the hp/s divided by the average damage resistance. | ||
{{ShipsMatrix}} | {{ShipsMatrix}} | ||
− | + | ||
+ | [[Category:Ship Database]] | ||
+ | [[Category:Standard Frigates]] |
Latest revision as of 18:26, 4 April 2023
RELATED UNI-WIKI REFERENCES
|
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
|
Summary
The Inquisitor is the Amarr Logistics Frigate; Inquisitor pilots repair their fleetmates’ ships during battle. The Inquisitor is bonused for remote armor repair, which matches the Amarr racial focus on armor tanking. The ship’s bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Inquisitor is a great first step in learning about Logistics. Inquisitor pilots often go on train into heavier Tech I logistics cruisers (such as the Amarr Augoror), and then Tech II logistics ships (including the Deacon and Guardian). But the Inquisitor is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Inquisitor in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Inquisitor is typically fit to boost available capacitor—with a cap recharger or booster in a mid slot, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Inquisitor with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Inquisitor needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Inquisitor should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ship’s cap stability. (This also means you may need to swap out modules on any pre-fit Inquisitor hulls that you purchase on corp contracts, to make them work with your skills.)
The Inquisitor has more tank and more native capacitor than any other Tech I logistics frigate, which make it a particularly effective logistics frigate. The Inquisitor and the Deacon, its Tech II cousin, are favored over the other racial frigates in gangs of small armor-focused damage-dealers (such as the Confessor, Coercer or Punisher). The Inquisitor is also a great ship for younger players to participate in small-ship shattered wormhole (C13) PvE.
Skills
The Inquisitor, like the other T1 Logistics Frigates, is not very skill intensive. The basic skills to fly a doctrine fitting along with Amarr Frigate III are not a bad starting point.
- Amarr Frigate to increase repair amount and reduce capacitor use to run more repair modules for longer.
- Remote Armor Repair Systems to further reduce capacitor use on repair modules.
- Hull Upgrades to fit stronger tank modules. This is important as the highest resistances your ship has, the stronger repairs on you from the other logistics pilots will be.
Tactics
New Inquisitor pilots should read the Tactics section of the UniWiki’s Logistics guide, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Inquisitor:
- Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, you’ll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you won’t need your MWD any more. Remember to turn it off!
- Likewise, as your fleetmates start to take damage, it’s easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
- Stay moving, behind your fleetmates. One advantage of the Inquisitor is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you aren’t sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.
Notes
While both Amarr logistics cruisers—the Augoror and the Guardian—are designed to fly as part of a cap chain, the Inquisitor frigate is designed to be self-sufficient when it comes to capacitor usage.
When comparing remote repair modules and self-repair modules, be aware that EFT reports self-repair rates in EHP/s, while the remote repair are reported as HP/s. The EHP/s is the hp/s divided by the average damage resistance.