Difference between revisions of "Punisher"
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==Summary== | ==Summary== | ||
− | + | The Punisher is an Amarr [[Frigates#Damage_Dealer|Combat Frigate]]. The Punisher has the most base hit points and the most turret hardpoints of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it is 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|Inquisitor]] can be tough to break. | |
==Skills== | ==Skills== |
Revision as of 03:14, 25 July 2018
RELATED UNI-WIKI REFERENCES
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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. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Punisher is an Amarr Combat Frigate. The Punisher has the most base hit points and the most turret hardpoints of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it is 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 can be tough to break.
Skills
Further information about additional or recommended skills to pilot Punisher for a specific or its common role(s) can be written here.
Fitting
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Optical Compact Tracking Computer
1MN Monopropellant Enduring Afterburner
Small 'Accommodation' Vestment Reconstructer I
Extruded Compact Heat Sink
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Damage Control I
Small Capacitor Control Circuit I
Small Capacitor Control Circuit I
Small Capacitor Control Circuit I
Multifrequency S x4
Microwave S x4
- Faction frequency crystals, like Imperial Navy Multifrequency S, can be used to improve DPS but the crystals deteriorate with use.
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
1MN Y-S8 Compact Afterburner
Initiated Compact Warp Scrambler
Extruded Compact Heat Sink
Extruded Compact Heat Sink
Prototype Thermal Plating I
Damage Control I
400mm Crystalline Carbonide Restrained Plates
Small Anti-Explosive Pump I
Small Trimark Armor Pump I
Small Energy Metastasis Adjuster I
Microwave S x4
Standard S x4
Multifrequency S x4
- Tracking issues can reduce damage application. Try to mitigate with effective piloting.
- Swap Small Energy Metastasis Adjuster I for Small Energy Collision Accelerator I to improve DPS if tracking is not an issue or is adjusted with manual piloting.
- Upgrading to faction frequency crystals (like Imperial Navy Multifrequency S) is recommended when affordable.
- Carry Nanite Repair Paste to repair heat damage after overheating modules. The opportunity to dock up may not come often enough in hostile space.
5MN Quad LiF Restrained Microwarpdrive
Faint Scoped Warp Disruptor
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Prototype Energized Explosive Membrane I
Damage Control I
400mm Crystalline Carbonide Restrained Plates
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I
- This fit is intended as a tackle frigate as part of a fleet. It is optimized for tank and therefore survivability rather than dps, however guns can be added to preference.
Dual Light Beam Laser II
Dual Light Beam Laser II
Dual Light Beam Laser II
Dual Light Beam Laser II
Warp Scrambler II
1MN Y-S8 Compact Afterburner
Co-Processor II
Damage Control II
Heat Sink II
Heat Sink II
400mm Crystalline Carbonide Restrained Plates
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Small Anti-Explosive Pump I
Gleam S x4
Aurora S x4
Imperial Navy Multifrequency S x4
Imperial Navy Standard S x4
- Tracking issues can reduce damage application. Try to mitigate with effective piloting.
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Faint Epsilon Scoped Warp Scrambler
5MN Y-T8 Compact Microwarpdrive
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
IFFA Compact Damage Control
Magnetic Field Stabilizer II
400mm Rolled Tungsten Compact Plates
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Void S x750
Null S x750
- Strong in fleet PvP due to high DPS and Tank.
Tactics
Note this is all subjective, so feel free to add your own opinions. It is also not complete, so feel free to add again.
PvE fitted punishers follow the same basic pattern as all other PVE frigates: fit a minimal active tank, and afterburner, and the biggest bonused guns you can. Being rather tanky due to the resist bonuses while also doing better damage then other ammar frigates, it is the ideal beginner's ships if not for one problem: you eat cap like there is no tomorrow. To fix this, either train up your capacitor skills and controlled bursts, and/or fit a nos in your 4th highslot, fitting skills permitting. Switching to standard crystals instead of multifrequency can also help slightly if you need that one extra rep cycle, but should not relied on.
PvP fits break down first by active or passive tank. One variant of note is the laser active tanked variant, sometimes called a "bleeder" fit. These use a nos in the highslots and a massive active tank, with the aim of eliminating almost all of the incoming dps, and slowly grinding the opponent down.
Flying solo or in a small group, the aim is find a compromise between sitting at your optimal and avoiding being in your opponents optimal. For laser ships, this normally involves using scorch, and sitting close to the edge of nos or scram range depending on your fitting, which puts you outside the effective range of blaster and autocannon fitted ships. However, due to only having two mid-slots, your range advantage is lost if the opponent is able to fit a web, so pick your targets with care.
Notes
You can add notes here.