Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Strategic Cruisers: Difference between revisions

From EVE University Wiki
No edit summary
Updated and removed the 'needs update' frame
Line 1: Line 1:
[[Category:Ships]]
[[Category:Ships]]
{{Update|Strategic Cruisers got a complete [https://forums.eveonline.com/t/july-release-strategic-cruisers/8414 overhaul] in July 2017.}}


Commonly referred to as Tech 3 cruisers, '''strategic cruisers''' ('T3s', 'stracs') are the evolution of [[Sleeper]] technology into the currently known technology base.  In practical terms, they are expensive, powerful and extremely customisable cruiser-sized ships.
Commonly referred to as Tech 3 cruisers, '''strategic cruisers''' ('T3s', 'stracs') are the evolution of [[Sleeper]] technology into the currently known technology base.  In practical terms, they are expensive, powerful and extremely customisable cruiser-sized ships.
Line 8: Line 7:
Each race has their own adaptable strategic cruiser, with their own particular racial traits (weapons, defenses, sensors, etc).
Each race has their own adaptable strategic cruiser, with their own particular racial traits (weapons, defenses, sensors, etc).


Strategic cruisers have five subsystem slots designed to create a single ship, each holding a part of your ship's basic layout. No strategic cruiser can be fielded if it lacks a single subsystem. Each race has developed their own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers.
Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of your ship's basic layout. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed their own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers.


It takes [[Tech_3_Production|a lot of effort]] to build a strategic crusier, and they consequently cost a lot.  Most primary components of Tech 3 production are found in [[Wormholes]], and some of the rarer gases and components do not become available until you are deep within wormhole space.
It takes [[Tech_3_Production|a lot of effort]] to build a strategic crusier, and they consequently cost a lot.  Most primary components of Tech 3 production are found in [[Wormholes]], and some of the rarer gases and components do not become available until you are deep within wormhole space.
Line 22: Line 21:




Each subsystem slot allows the choice of four subsystem modules, and you need one of each of the five subsystems, and one strategic cruiser base hull, to make up the whole ship.
Each subsystem slot allows the choice of four subsystem modules, and you need one of each of the four subsystems, and one strategic cruiser base hull, to make up the whole ship.


As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, dronebay and cargohold of a strategic cruiser are all determined by the combination of subsystems you choose.
As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, drone bay and cargohold of a strategic cruiser are all determined by the combination of subsystems you choose.


Every subsystem has an associated skill. If you lose a T3 ship, you will lose one level of your racial subsystem skill at random (note that this is the only way to lose skill points in the game).
Every subsystem has an associated skill. If you lose a Strategic Cruiser, you will lose one level of your racial subsystem skill at random (note that this is the only way to lose skill points in the game).


===Defensive Subsystem===


The defensive subsystems give your ship its base cargohold capacity, armor hit points, shield hit points, shield recharge rate, signature radius, and armor and shield resistances. They generally give low and/or high-power slots as well.  These modules also offer a bonus to a defensive aspect of your ship (resistances, HP, command bonuses, repair effectiveness, etc) based on the module.
===Offensive Subsystem===


===Electronics Subsystem===
The offensive subsystems give your ship its primary weapon slots, whether missile or turret.  They always give high slots, and on occasion medium and/or low slots as well.    The bonuses provided by these modules include weapon rates of fire, weapon optimal and falloff ranges, drone control and drone bays, and Command Burst capability.


The electronics subsystems give your ship its base CPU, targeting range, scan resolution, and sensor strength.  They also generally give you medium-power slots.  The bonuses provided by these modules include the attributes the modules grant your ship.
===Defensive Subsystem===


===Engineering Subsystem===
The defensive subsystems can give either High, Mid, or Low slot. They also give your ship its armor hit points, shield hit points, shield recharge rate, signature radius, and armor and shield resistances. These modules also offer a bonus to a defensive aspect of your ship (resistances, HP, command bonuses, repair effectiveness, etc) based on the module.  All Strategic Cruisers have at least one Defensive Subsystem that allows the hull to fit a [[cloaking|Covert Ops cloaking device]].


The engineering subsystems give your ship its base powergrid, capacitor, and capacitor recharge time.  They often give you high and/or low power slots, as well as turret and/or missile hardpoints. The bonuses provided by these modules include the attributes the modules grant your ship.
===Core Subsystem===
 
===Offensive Subsystem===


The offensive subsystems give your ship its primary weapon slots, whether missile or turret.  They always give high slots, and on occasion medium and/or low slots as well.  The bonuses provided by these modules include weapon rates of fire, weapon optimal and falloff ranges, drone control and drone bays, and cloaking ability.
The core subsystems generally gives Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range.  The bonuses provided by these modules include the attributes the modules grant your ship.


===Propulsion Subsystem===
===Propulsion Subsystem===


The propulsion subsystems give your ship its base in agility and speed. They may give you low slots, but not all of them do.  The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in microwarp drive penalties, and even the ability to be immune to warp disruption [[Bubble|bubbles]].
The propulsion subsystems give your ship its base in agility and speed. They generally give you mid slots, and may give you low slots, but not all of them do.  The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in microwarp drive penalties.  All Strategic Cruisers have at least one Propulsion Subsystem that allows the hull to negate the effects of [[bubble|non-targeted interdiction]].


==Capabilities and Uses==
==Capabilities and Uses==
Line 56: Line 52:
* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3s can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills.
* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3s can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills.
* '''Fat command bonuses'''. The dedicated Fleet Command ships come with a hull bonus of 3% per level to the effect of racial warfare links. The T3s can't fit as many warfare links at once as a Fleet Command ship, but with the right subsystem they can have a '''5%''' per level bonus to the effect of racial links.
* '''Fat command bonuses'''. The dedicated Fleet Command ships come with a hull bonus of 3% per level to the effect of racial warfare links. The T3s can't fit as many warfare links at once as a Fleet Command ship, but with the right subsystem they can have a '''5%''' per level bonus to the effect of racial links.
* '''Slow-cooking'''. All T3s have a per-level reduction in the heat damage you take when [[Overloading|overheating]] modules, which lets them overheat for much longer than most other ships.
* '''Slow-cooking'''. All T3s have a per-level reduction in the heat damage you take when [[Overloading|overheating]] modules, which lets them overheat for much longer than most other ships. They also have bonuses to module repair speed using Nanite Repair Pastes.


Achieving any of these requires trade-offs and sacrifices, of course. But that point itself touches on what might be T3 ships' strongest point: since they're so customisable, when the enemy see one on scan it's hard for them to know what it's fitted to do.
Achieving any of these requires trade-offs and sacrifices, of course. But that point itself touches on what might be T3 ships' strongest point: since they're so customizable, when the enemy see one on scan it's hard for them to know what it's fitted to do.


Now let's see how those capabilities work out in in-game uses for T3s:
Now let's see how those capabilities work out in in-game uses for T3s: