Difference between revisions of "Crucifier Navy Issue"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
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* SHIP ATTRIBUTES SECTION (last update : 3/29/2015)
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| shipid=2161
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| shipimg= Crucifier Navy Issue.jpg
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| shipname=Crucifier Navy Issue
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| class=Frigate
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| grouping=Faction Frigates
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| hulltype=Crucifier Class
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| faction=Amarr Empire
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| variations={{Ship|Crucifier}}, {{Ship|Sentinel}}
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| tech=F
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| powergrid=42 MW
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| cpu=160 tf
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| capacitor=500 GJ
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| highs=3
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| turrets=2
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| launchers=0
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| mediums=4
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| lows=3
  
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| mass=1,064,000 kg
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| volume=28,100
* SHIP ATTRIBUTES SECTION (last update : 12/11/2015)
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| cargohold=165 m³
* on editing the attributes, please make sure that you don't
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| extraholdtype=
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| extrahold=
* format below and edit only the values (after the = sign).
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| dronebay=20
| shipid=2161
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| bandwidth=10 Mbit/sec
| shipimg=Crucifier.jpg
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|quote=Oh Lord, lend us your guidance as your deny them theirs.
| shipname=Crucifier Navy Issue
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|quote_attribution=Amar pilot's prayer
| caption=Crucifier Navy Issue
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| info=As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need.
| class=Frigate
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| grouping=Faction Frigates
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The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer use first and traditional navy use second. It combines powerful laser systems with overwhelming weapon disruption at close ranges, designed to meet the realities of capsuleer combat in the contested low security regions where the Empire's borders are in most need of bolstering.  
| hulltype=Crucifier Class
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| bonuses= <b>Amarr Frigate bonuses (per skill level):</b><br>
| faction=Amarr Empire
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7.5% bonus to Weapon Disruptor effectiveness<br>
| race=Amarr
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20% bonus to Small Energy Turret damage<br>
| roles=Electronic Warfare
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<b>Role Bonus</b><br>
| variations={{Ship|Crucifier}}, {{Ship|Sentinel}}
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-85% penalty to Weapon Disruptor optimal range and falloff<br>
| tech=F
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-85% reduction to Weapon Disruptor activation cost and CPU requirements
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| powergrid=42 MW
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| structurehp=525 HP
| cpu=160 tf
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| capacitor=500 GJ
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| armorhp=700 HP
| highs=3
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| armorem=50
| turrets=2
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| armortherm=35
| launchers=0
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| armorkin=25
| mediums=4
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| armorexp=20
| lows=3
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| mass=1,064,000 kg
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| shieldhp=375 HP
| volume=28,100 m&#179;
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| shieldem=0
| cargohold=265 m&#179;
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| shieldtherm=20
| extrahold=
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| shieldkin=40
| extraholdtype=
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| shieldexp=50
| dronebay=20 m&#179;
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| bandwidth=10 Mbit/sec
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| maxvelocity=340 m/sec
| info=As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need.<br><br>The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer use first and traditional navy use second. It combines powerful laser systems with overwhelming weapon disruption at close ranges, designed to meet the realities of capsuleer combat in the contested low security regions where the Empire's borders are in most need of bolstering.  
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| inertia=3.35
| bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>20% bonus to Small Energy Turret damage<br><b>Misc. Bonus</b><br>-85% penalty to Weapon Disruptor optimal range and falloff<br>-85% reduction to Weapon Disruptor activation cost and CPU requirements
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| warpspeed=5 AU/s
| structurehp=525 HP
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| warptime=4.94 s
| shieldhp=375 HP
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| shieldem=0
+
| targetrange=64.00 km
| shieldexp=50
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| maxlockedtargets=5
| shieldkin=40
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| sigradius=38 m
| shieldtherm=20
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| scanres=640 mm
| armorhp=700 HP
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| sensortype=RADAR
| armorem=50
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| sensorvalue=14 points
| armorexp=20
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| armorkin=25
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| reqskills= * {{RequiredSkill|Amarr Frigate|II}}
| armortherm=35
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** {{RequiredSkill|Spaceship Command|I}}
| maxvelocity=340 m/sec
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| totaltraintime=25m 0s
| inertia=3.35
 
| warpspeed=5 AU/s
 
| warptime=4.94 s
 
| targetrange=64.00 km
 
| sigradius=38 m
 
| maxlockedtargets=6
 
| sensortype=RADAR
 
| sensorvalue=14 points
 
| scanres=540 mm
 
| reqskills=*{{RequiredSkill|Amarr Frigate|II}}
 
**{{RequiredSkill|Spaceship Command|I}}
 
  
| totaltraintime=25m 0s
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| forumlinks=
| forumlinks=
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| wikireferences=
| wikireferences=
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| externallinks=
| externallinks=
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| highlights1=
| highlights1=
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| highlights2=
| highlights2=
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| highlights3=
| highlights3=
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| highlights4=
| highlights4=
 
 
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==Summary==
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== Summary ==
The Crucifier is the [[Amarr]] standard [[EWAR]] [[frigate]], with bonuses to tracking disruption effectiveness. Like the [[Vigil]] and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
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The Crucifier Navy Issue (CNI) is the Amarr faction EWAR frigate, and is a heavier, more combat-oriented version of the [[Crucifier]]. When [https://forums.eveonline.com/default.aspx?g=posts&m=6103671 CCP introduced navy faction EWAR frigates in December 2015], the ships were intended to bring electronic warfare tactics into solo and small-gang combat. The CNI has bonuses that ''should'' work well in close-range combat. Like the [[Crucifier]], the CNI has a bonus to weapon disruption effectiveness, which allows it to escape damage from turrets or missiles; and it has a bonus to small laser damage, which helps its two fitted lasers do the damage of four. The ship also has enough CPU, powergrid, and mid slots to fit a warp scrambler and stasis webifier, which allows the ship to be flown as a close-range brawler. (Weapons disruptors fitted to the CNI have a 85% range penalty, which limits them to short engagement distances anyway.)
  
Tracking disruptors work by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.
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Strategically, however, the CNI doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, which is not enough to mitigate damage from opponents with small turrets or rockets; the Tech I [[Crucifier]] is much better at weapon disruption. The CNI is slower than other tackling frigates, so it has a tough time keeping up with kiting opponents, even when it manages to get into webbing range. And even with the bonus to laser damage, the fact that the CNI can only fit two lasers means that its DPS is not great. Solo, there isn't a lot that a CNI can handle. And in most small gangs, a [[Crucifier]] or a [[Sentinel]] would make a better partner. The CNI can do okay as second tackle against cruiser and battlecruiser targets, but light drones will take the CNI tackler out quickly.
  
==Skills==
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== Skills ==
{{cleanup|changes due to Frontline expansion}}
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The CNI demands good Navigation skills to speed up its slow base speed, EWAR skills to improve weapons disruption performance, and energy turret skills to reduce the capacitor and fitting demand of fitted weapons.
[[Skills:Navigation#Acceleration_Control|Acceleration Control]] II <br>
 
[[Skills:Navigation#Afterburner|Afterburner]] III <br>
 
[[Skills:Spaceship_Command#Amarr_Frigate|Amarr Frigate]] III <br>
 
[[Skills:Engineering#Capacitor_Management|Capacitor Management]] III <br>
 
[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] III <br>
 
[[Skills:Drones#Combat_Drone_Operation|Combat Drone Operation]] III <br>
 
[[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]] III <br>
 
[[Skills:Drones#Drones|Drones]] III <br>
 
[[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]] I <br>
 
[[Skills:Electronic_Systems#Electronic_Warfare|Electronic Warfare]] III <br>
 
[[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] II <br>
 
[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]] III <br>
 
[[Skills:Navigation#Fuel_Conservation|Fuel Conservation]] III <br>
 
[[Skills:Gunnery#Gunnery|Gunnery]] III <br>
 
[[Skills:Armor#Hull_Upgrades|Hull Upgrades]] III<br>
 
[[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] III<br>
 
[[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] III<br>
 
[[Skills:Armor#Mechanics|Mechanics]] III<br>
 
[[Skills:Gunnery#Motion_Prediction|Motion Prediction]] III<br>
 
[[Skills:Navigation#Navigation|Navigation]] III<br>
 
[[Skills:Gunnery#Rapid_Firing|Rapid Firing]] III<br>
 
[[Skills:Drones#Scout_Drone_Operation|Scout Drone Operation]] III<br>
 
[[Skills:Gunnery#Sharpshooter|Sharpshooter]] III<br>
 
[[Skills:Targeting#Signature_Analysis|Signature Analysis]] III<br>
 
[[Skills:Gunnery#Small_Energy_Turret|Small Energy Turret]] III<br>
 
[[Skills:Targeting#Target_Management|Target Management]] III<br>
 
[[Skills:Electronic_Systems#Weapon_Disruption|Weapon Disruption]] III<br>
 
[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] III<br>
 
  
==Fitting==
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== Tactics ==
{{ShipFitting
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The Crucifier Navy Issue (CNI) is typically fit with pulse lasers, which have short optimal ranges, and the CNI's role "bonus" limits the range of the ship's tracking disruptors. As a result, the CNI has a very short engagement range. The ship works best as second tackle—as a tackler that can apply scram and web to a target that has already been pointed by the first tackle. But because the CNI isn't very fast, the best way for it to get into tackle range is to warp in to the first tackle. If you find yourself unable to fly into the fight, you might need to warp out to a tactical bookmark and warp back in again.
| ship=Crucifier Navy Issue
 
| shipTypeID=37453
 
| fitName=SAAR brawl
 
| fitID=SAAR-brawl
 
| low1name=Small Ancillary Armor Repairer, Nanite Repair Paste
 
| low1typeID=33076
 
| charge1name=Nanite Repair Paste x1
 
| charge1typeID=28668
 
| low2name=Energized Adaptive Nano Membrane II
 
| low2typeID=11269
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| mid1name=1MN Afterburner II
 
| mid1typeID=438
 
| mid2name=Fleeting Progressive Warp Scrambler I
 
| mid2typeID=5441
 
| mid3name=Stasis Webifier II
 
| mid3typeID=527
 
| mid4name=Balmer Series Compact Tracking Disruptor I
 
| mid4typeID=5320
 
| high1name=Small Focused Beam Laser II, Gleam S
 
| high1typeID=3033
 
| charge2name=Gleam S x1
 
| charge2typeID=12557
 
| high2name=Small Focused Beam Laser II, Gleam S
 
| high2typeID=3033
 
| high3name=Small Ghoul Compact Energy Nosferatu
 
| high3typeID=5141
 
| rig1name=Small Auxiliary Nano Pump I
 
| rig1typeID=31045
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig3name=Small Trimark Armor Pump I
 
| rig3typeID=30987
 
| drone1name=Acolyte II x2
 
| drone1typeID=2205
 
| drone2name=Warrior II x2
 
| drone2typeID=2488
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=2
 
| warsop=A
 
| warsopReason=
 
| version=PARALLAX 1.0
 
| showTOC=Y
 
| shipDNA=37453:33076;1:28668;1:11269;1:2048;1:438;1:5441;1:527;1:5320;1:3033;2:12557;1:5141;1:31045;2:30987;1:2205;2:2488;2::
 
| fleetup=
 
}}
 
  
==Tactics==
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Once you are within scram range, activate scram and web, and send out your two drones. Be judicious about activating your lasers, however. If your opponent has sent drones after you, target those before attacking the opposing ship. If the opponent is applying medium-sized neuts, don't run your lasers at all, in order to conserve capacitor.
{{Cleanup| evaluate this new ship}}
 
  
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
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== Notes ==
  
==Notes==
 
{{Cleanup}}
 
  
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{{ShipsMatrix|expgroup= frigates}}
  
{{ShipsMatrix}}
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[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
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[[Category:Faction Frigates]]
[[Category:WikiContest]]
 

Latest revision as of 05:26, 16 November 2024

EVE University Database
 
Ship Database
Crucifier Navy Issue
CornerTFh.png
Crucifier Navy Issue
Amarr Empire
Amarr Empire
Faction Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES
Oh Lord, lend us your guidance as your deny them theirs.
– Amar pilot's prayer


As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need.

The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer use first and traditional navy use second. It combines powerful laser systems with overwhelming weapon disruption at close ranges, designed to meet the realities of capsuleer combat in the contested low security regions where the Empire's borders are in most need of bolstering.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
20% bonus to Small Energy Turret damage
Role Bonus
-85% penalty to Weapon Disruptor optimal range and falloff
-85% reduction to Weapon Disruptor activation cost and CPU requirements

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crucifier
Crucifier.jpg
Crucifier
Standard Frigates Crucifier Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png27 MW Icon cpu.png235 tf
Icon velocity.png350 m/sec
Icon capacity.png265 m³
, Sentinel
Sentinel.jpg
CornerT2s.png
Sentinel
Electronic Attack Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png195 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
42 MW
CPU
cpu output
160 tf
Capacitor
capacitor
500 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
340 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
20 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
5
RADAR Sensor
RADAR sensor strength
14 points
Sig. Radius
signature radius
38 m
Scan Res.
scan resolution
640 mm
Structure
Structure Hitpoints
structure hitpoints
525 HP
Mass
ship mass
1,064,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
165 m³
Armor
Armor Hitpoints
armor hitpoints
700 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
375 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Crucifier Navy Issue (CNI) is the Amarr faction EWAR frigate, and is a heavier, more combat-oriented version of the Crucifier. When CCP introduced navy faction EWAR frigates in December 2015, the ships were intended to bring electronic warfare tactics into solo and small-gang combat. The CNI has bonuses that should work well in close-range combat. Like the Crucifier, the CNI has a bonus to weapon disruption effectiveness, which allows it to escape damage from turrets or missiles; and it has a bonus to small laser damage, which helps its two fitted lasers do the damage of four. The ship also has enough CPU, powergrid, and mid slots to fit a warp scrambler and stasis webifier, which allows the ship to be flown as a close-range brawler. (Weapons disruptors fitted to the CNI have a 85% range penalty, which limits them to short engagement distances anyway.)

Strategically, however, the CNI doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, which is not enough to mitigate damage from opponents with small turrets or rockets; the Tech I Crucifier is much better at weapon disruption. The CNI is slower than other tackling frigates, so it has a tough time keeping up with kiting opponents, even when it manages to get into webbing range. And even with the bonus to laser damage, the fact that the CNI can only fit two lasers means that its DPS is not great. Solo, there isn't a lot that a CNI can handle. And in most small gangs, a Crucifier or a Sentinel would make a better partner. The CNI can do okay as second tackle against cruiser and battlecruiser targets, but light drones will take the CNI tackler out quickly.

Skills

The CNI demands good Navigation skills to speed up its slow base speed, EWAR skills to improve weapons disruption performance, and energy turret skills to reduce the capacitor and fitting demand of fitted weapons.

Tactics

The Crucifier Navy Issue (CNI) is typically fit with pulse lasers, which have short optimal ranges, and the CNI's role "bonus" limits the range of the ship's tracking disruptors. As a result, the CNI has a very short engagement range. The ship works best as second tackle—as a tackler that can apply scram and web to a target that has already been pointed by the first tackle. But because the CNI isn't very fast, the best way for it to get into tackle range is to warp in to the first tackle. If you find yourself unable to fly into the fight, you might need to warp out to a tactical bookmark and warp back in again.

Once you are within scram range, activate scram and web, and send out your two drones. Be judicious about activating your lasers, however. If your opponent has sent drones after you, target those before attacking the opposing ship. If the opponent is applying medium-sized neuts, don't run your lasers at all, in order to conserve capacitor.

Notes