Difference between revisions of "Crucifier"
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==Tactics== | ==Tactics== | ||
− | + | New Crucifier pilots should read the [[Electronic_warfare#EWAR_Tactics|Tactics section of the UniWiki’s EWAR guide]], and attend an [[Electronic Warfare 101]] practical exercise; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier: | |
− | + | * '''Warp into an engagement after your fleetmates.''' If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers. | |
− | + | * '''Know your operating range, and keep that distance from your opponents.''' Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need. | |
− | + | * ‘’’Use the right disruptors, and the right scripts, on the right targets.’’’ One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The [Ship_type_quick_reference|[UniWiki ship quick reference]] can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range. | |
− | + | * '''If you get into trouble, warp away.''' Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else. | |
+ | :”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot. | ||
+ | |||
+ | More information on EWAR tactics, and specifically on weapon disruption, is available in the [[Electronic Warfare|EWAR Guide]]. | ||
==Notes== | ==Notes== |
Revision as of 03:39, 5 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 might 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 could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. 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 can control 3 light combat drones at a time. 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 when fit for combat, 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
New Crucifier pilots should read the Tactics section of the UniWiki’s EWAR guide, and attend an Electronic Warfare 101 practical exercise; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:
- Warp into an engagement after your fleetmates. If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers.
- Know your operating range, and keep that distance from your opponents. Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.
- ‘’’Use the right disruptors, and the right scripts, on the right targets.’’’ One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The [Ship_type_quick_reference|[UniWiki ship quick reference]] can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.
- If you get into trouble, warp away. Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.
- ”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.
More information on EWAR tactics, and specifically on weapon disruption, is available in the EWAR Guide.
Notes
You can add notes here.