Difference between revisions of "Punisher"
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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 | ||
− | * leave/ | + | * leave/mistype any tags required. please follow the same |
* format below and edit only the values (after the = sign). | * format below and edit only the values (after the = sign). | ||
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| shipimg=Punisher.jpg | | shipimg=Punisher.jpg | ||
| shipname=Punisher | | shipname=Punisher | ||
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| class=Frigate | | class=Frigate | ||
| grouping=Standard Frigates | | grouping=Standard Frigates | ||
| hulltype=Punisher Class | | hulltype=Punisher Class | ||
− | | faction=Amarr Empire | + | | faction=Amarr Empire |
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| variations={{Ship|Vengeance}},{{Ship|Retribution}} | | variations={{Ship|Vengeance}},{{Ship|Retribution}} | ||
− | | tech= | + | | tech= |
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| powergrid=67 MW | | powergrid=67 MW | ||
| cpu=140 tf | | cpu=140 tf | ||
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| lows=5 | | lows=5 | ||
| mass=1,190,000 kg | | mass=1,190,000 kg | ||
− | | volume=28,600 | + | | volume=28,600 m³ |
− | | cargohold=135 | + | | cargohold=135 m³ |
| extrahold= | | extrahold= | ||
| extraholdtype= | | extraholdtype= | ||
− | | dronebay= | + | | dronebay= |
− | | bandwidth= | + | | bandwidth= |
− | | info= | + | | quote=Harness the Good and punish the Evil. |
− | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% reduction in Small Energy Turret activation cost<br>4% bonus to all armor resistances | + | | quote_attribution=The Scriptures, Book I 1:14 |
+ | | info=The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents. | ||
+ | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br> | ||
+ | 10% reduction in Small Energy Turret activation cost<br> | ||
+ | 4% bonus to all armor resistances | ||
| structurehp=450 HP | | structurehp=450 HP | ||
| shieldhp=350 HP | | shieldhp=350 HP | ||
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| scanres=640 mm | | scanres=640 mm | ||
| reqskills=*{{RequiredSkill|Amarr Frigate|I}} | | reqskills=*{{RequiredSkill|Amarr Frigate|I}} | ||
− | **{{RequiredSkill|Spaceship Command|I}} | + | ** {{RequiredSkill|Spaceship Command|I}} |
| totaltraintime=25m 0s | | totaltraintime=25m 0s | ||
| forumlinks= | | forumlinks= | ||
− | | wikireferences= | + | | wikireferences=[[Frigates]]<br> |
− | | externallinks=[ | + | | externallinks=[https://drive.google.com/file/d/1SV_sWWIinoheBaGZgL2nUVJGYwnsNJqJ/view T Sky's T1 Frigate Balance Report] |
| highlights1= | | highlights1= | ||
| highlights2= | | highlights2= | ||
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− | ==Summary== | + | == Summary == |
− | + | The Punisher is an Amarr [[Frigates#Damage Dealer|Combat Frigate]]. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it possible to fit the Punisher for extraordinary tank and damage output. Unfortunately, the Punisher is also unique among combat frigates in having only two mid slots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor tank). As a result, the Punisher is not a strong solo PvP ship; opponents can easily keep the Punisher pilot at a distance and escape tackle. Novice Amarr solo pilots are probably better served flying the [[Tormentor]]. On the other hand, the Punisher is popular in small-ship gangs and frigate fleets where it can play the role of general damage dealer or bait, and where fleetmates can provide tackle. The Punisher is also a durable PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. As a result, the Punisher is a great first frigate for new Unistas who want to learn about fitting, weapons, and defensive systems. | |
− | + | The Punisher is typically fit with small beam lasers, so that it can hit opponents at any range. By swapping crystal ammo on the fly, Punisher pilots can tune their optimal beam laser range between 8 and 25 km. A Punisher’s low slots are often filled with active or passive armor defense modules, and rig slots with armor rigs. The Punisher’s bonus to armor resistances pairs extremely well with frigate logistics, and a gang of Punishers and [[Inquisitor]]s can be tough to break. | |
− | + | == Skills == | |
+ | * {{sk|Amarr Frigate}} for the armor resist bonus and {{sk|Hull Upgrades}} to fit a strong armor tank synergize very well. Higher resists make your logi's repairs on you stronger in fleets. | ||
+ | * [[Skills:Armor|Armor Compensation]] skills for each damage type to make armor resistance modules even more effective. | ||
+ | * {{sk|Capacitor Management}}, {{sk|Controlled Bursts}}, {{sk|Fuel Conservation}}, and {{sk|Amarr Frigate}} will all help with capacitor, as the Punisher is a very cap-hungry ship. | ||
− | == | + | == Tactics == |
− | ' | + | PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punisher’s tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially {{sk|Capacitor Management}}, {{sk|Controlled Bursts}}, {{sk|Fuel Conservation}}, and {{sk|Amarr Frigate}}. |
− | + | PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleet’s strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet. | |
− | + | In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything. | |
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− | == | + | == Notes == |
− | + | ''You can add notes here.'' | |
− | + | {{ShipsMatrix}} | |
− | + | [[Category:Ship Database]] | |
− | + | [[Category:Standard Frigates]] | |
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Latest revision as of 16:22, 17 November 2024
RELATED UNI-WIKI REFERENCES
|
Harness the Good and punish the Evil.
SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
|
Summary
The Punisher is an Amarr Combat Frigate. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it possible to fit the Punisher for extraordinary tank and damage output. Unfortunately, the Punisher is also unique among combat frigates in having only two mid slots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor tank). As a result, the Punisher is not a strong solo PvP ship; opponents can easily keep the Punisher pilot at a distance and escape tackle. Novice Amarr solo pilots are probably better served flying the Tormentor. On the other hand, the Punisher is popular in small-ship gangs and frigate fleets where it can play the role of general damage dealer or bait, and where fleetmates can provide tackle. The Punisher is also a durable PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. As a result, the Punisher is a great first frigate for new Unistas who want to learn about fitting, weapons, and defensive systems.
The Punisher is typically fit with small beam lasers, so that it can hit opponents at any range. By swapping crystal ammo on the fly, Punisher pilots can tune their optimal beam laser range between 8 and 25 km. A Punisher’s low slots are often filled with active or passive armor defense modules, and rig slots with armor rigs. The Punisher’s bonus to armor resistances pairs extremely well with frigate logistics, and a gang of Punishers and Inquisitors can be tough to break.
Skills
- Amarr Frigate for the armor resist bonus and Hull Upgrades to fit a strong armor tank synergize very well. Higher resists make your logi's repairs on you stronger in fleets.
- Armor Compensation skills for each damage type to make armor resistance modules even more effective.
- Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate will all help with capacitor, as the Punisher is a very cap-hungry ship.
Tactics
PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punisher’s tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate.
PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleet’s strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet.
In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything.
Notes
You can add notes here.