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Crucifier: Difference between revisions

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==Summary==
==Summary==
The Crucifier is the [[Amarr Empire|Amarr]] standard [[EWAR]] [[frigate]], with bonuses to weapon disruption effectiveness. There are two kinds of weapon disruptors.  Like the [[Vigil]] and target painters, the stacking penalties of weapon 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 weapon 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.
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.


Tracking disruptors make enemy turrets less effective 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.
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]].


Missile disruptors make enemy missile launchers less effective by reducing missile velocity, flight time, and explosion velocity while increasing explosion radius. You can load scripts into them, giving them twice the effectiveness against either range (missile velocity and flight time) or precision (explosion velocity and explosion radius) while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are useless against turret and drone damage.
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==
==Skills==