Difference between revisions of "Crucifier"
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==Summary== | ==Summary== | ||
− | The Crucifier is the [[ | + | The Crucifier is the Amarr [[Frigates#Electronic_Warfare|Electronic Warfare Frigate]], with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training {{sk|Amarr Frigate|I}} and {{sk|Weapon Disruption|I}}. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet. |
− | + | The Crucifier is typically fit with three weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to [[stacking penalties]].) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor will reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor would reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. (So, 6 total for 3 disruptors.) More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the [[Electronic_Warfare#Weapon_Disruption|UniWiki EWAR Guide]]. | |
− | + | Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship. | |
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+ | The Crucifier is a capable combat ship. It fits an armor tank well, and controls a flight of 3 drones. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even with a tank, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them. | ||
==Skills== | ==Skills== |
Revision as of 16:12, 4 September 2017
RELATED UNI-WIKI REFERENCES
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The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Crucifier is the Amarr Electronic Warfare Frigate, with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training Amarr Frigate I and Weapon Disruption I. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet.
The Crucifier is typically fit with three weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to stacking penalties.) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor will reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor would reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. (So, 6 total for 3 disruptors.) More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the UniWiki EWAR Guide.
Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship.
The Crucifier is a capable combat ship. It fits an armor tank well, and controls a flight of 3 drones. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even with a tank, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them.
Skills
- Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
- Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
- Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
- Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
- Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
- Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
- Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
- Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
- High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.
Fitting
A-211 Enduring Guidance Disruptor
Baker Nunn Enduring Tracking Disruptor I
Baker Nunn Enduring Tracking Disruptor I
5MN Cold-Gas Enduring Microwarpdrive
'Refuge' Adaptive Nano Plating I
200mm Crystalline Carbonide Restrained Plates
Damage Control I
Small Tracking Diagnostic Subroutines I
Small Particle Dispersion Projector I
Small Ionic Field Projector I
Warrior I x3
Hobgoblin I x3
Acolyte I x3
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x1
Missile Precision Disruption Script x1
- The preferred fit for situations where close range is forced (such as FW complexes)
- Optimal + Falloff as a new character = 57.6km + 20km
- A little buffer and resists to catch some reps if the volleys aren't too hard ( 2.97k EHP on explosive resistance hole ).
- MWD to reposition in fights quickly
- Cap stable with prop and one disruptor or all disruptors and no prop mod. Can be cap stable with prop mod if we switch to any 1MN afterburner
- Drone Link Augmentors in highslots when Drone Avionics III has been trained will allow drones to fly at TD optimal range
DDO Scoped Tracking Disruptor I
Highstroke Scoped Guidance Disruptor
DDO Scoped Tracking Disruptor I
Highstroke Scoped Guidance Disruptor
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier
Damage Control I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Warrior I x3
Hobgoblin I x3
Acolyte I x3
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x2
Missile Precision Disruption Script x2
- Works best in environments where range can be dictated
- Optimal + Falloff as a new character = 89.2km + 22km
- Squishy with 1.88k EHP on Kinetic resistance hole
Tactics
Optimal is >110k even with low skills.
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
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.
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
Notes
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