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 --> |
+ | <!----------------------------------------------------------- | ||
+ | * SHIP ATTRIBUTES SECTION (last update : 3/29/2015) | ||
+ | ------------------------------------------------------------- | ||
+ | * 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=2161 | ||
+ | | shipimg= Crucifier Navy Issue.jpg | ||
+ | | shipname=Crucifier Navy Issue | ||
+ | | class=Frigate | ||
+ | | grouping=Faction Frigates | ||
+ | | hulltype=Crucifier Class | ||
+ | | faction=Amarr Empire | ||
+ | | variations={{Ship|Crucifier}}, {{Ship|Sentinel}} | ||
+ | | tech=F | ||
+ | |||
+ | | powergrid=42 MW | ||
+ | | cpu=160 tf | ||
+ | | capacitor=500 GJ | ||
+ | |||
+ | | highs=3 | ||
+ | | turrets=2 | ||
+ | | launchers=0 | ||
+ | | mediums=4 | ||
+ | | lows=3 | ||
− | + | | mass=1,064,000 kg | |
− | + | | volume=28,100 m³ | |
− | + | ||
− | + | | cargohold=165 m³ | |
− | + | | extraholdtype= | |
− | + | | extrahold= | |
− | + | ||
− | + | | dronebay=20 m³ | |
− | + | | bandwidth=10 Mbit/sec | |
− | + | |quote=Oh Lord, lend us your guidance as your deny them theirs. | |
− | + | |quote_attribution=Amar pilot's prayer | |
− | + | | 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. | |
− | + | ||
− | + | 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. | |
− | + | | bonuses= <b>Amarr Frigate bonuses (per skill level):</b><br> | |
− | + | 7.5% bonus to Weapon Disruptor effectiveness<br> | |
− | + | 20% bonus to Small Energy Turret damage<br> | |
− | + | <b>Role Bonus</b><br> | |
− | + | -85% penalty to Weapon Disruptor optimal range and falloff<br> | |
− | + | -85% reduction to Weapon Disruptor activation cost and CPU requirements | |
− | + | ||
− | + | | structurehp=525 HP | |
− | + | ||
− | + | | armorhp=700 HP | |
− | + | | armorem=50 | |
− | + | | armortherm=35 | |
− | + | | armorkin=25 | |
− | + | | armorexp=20 | |
− | + | ||
− | + | | shieldhp=375 HP | |
− | + | | shieldem=0 | |
− | + | | shieldtherm=20 | |
− | + | | shieldkin=40 | |
− | + | | shieldexp=50 | |
− | + | ||
− | + | | maxvelocity=340 m/sec | |
− | + | | inertia=3.35 | |
− | + | | warpspeed=5 AU/s | |
− | + | | warptime=4.94 s | |
− | + | ||
− | + | | targetrange=64.00 km | |
− | + | | maxlockedtargets=5 | |
− | + | | sigradius=38 m | |
− | + | | scanres=640 mm | |
− | + | | sensortype=RADAR | |
− | + | | sensorvalue=14 points | |
− | + | ||
− | + | | reqskills= * {{RequiredSkill|Amarr Frigate|II}} | |
− | + | ** {{RequiredSkill|Spaceship Command|I}} | |
− | + | | totaltraintime=25m 0s | |
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− | **{{RequiredSkill|Spaceship Command|I}} | ||
− | + | | forumlinks= | |
− | + | | wikireferences= | |
− | + | | externallinks= | |
− | + | | highlights1= | |
− | + | | highlights2= | |
− | + | | highlights3= | |
− | + | | highlights4= | |
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− | ==Summary== | + | == Summary == |
− | The Crucifier is the [[ | + | 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.) |
− | + | 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== | + | == 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. | |
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− | == | + | == 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. | |
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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. | |
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− | + | == Notes == | |
− | |||
− | |||
+ | {{ShipsMatrix|expgroup= frigates}} | ||
− | + | [[Category:Ship Database]] | |
− | + | [[Category:Faction Frigates]] | |
− |
Latest revision as of 05:26, 16 November 2024
RELATED UNI-WIKI REFERENCES
|
Oh Lord, lend us your guidance as your deny them theirs.
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):
Ship Attributes
|
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.