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Caldari Basic Ship and Skill Overview: Difference between revisions

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== Caldari General Information ==
 
The Caldari State is one of the four playable factions and has a unique and distinct line of ships.
The Caldari State is one of the four playable factions and has a unique and distinct line of ships.


{{RaceShipInfo|Caldari}}
{{RaceShipInfo|Caldari}}


=== Characteristics ===
=== General Traits ===
==== Tank ====
Caldari ships are designed to be [[Tanking#Shield tanking|shield tanked]] and thus they generally have more medium slots (so as to fit shield modules) and fewer low-slots. They can be passively, actively or buffer tanked depending on the situation, making them incredibly versatile.


==== Weapons Systems ====
The following characteristics are generally shared across most or all Caldari ships:
Caldari ships favor the use of [[Missiles|missiles]] and, to a lesser extent, [[Turrets#Hybrid turrets|hybrid turrets]].
*[[Missile_Launchers|Missile Launchers]] can be categorized into two categories: short range launchers and long range launchers.  Short range launchers sacrifice the range of the long range launchers for a higher rate of fire.
:There is a delay between shooting a missile and the missile reaching a target, which can lead to problems in PvP. This can be at least partially counteracted by using short range missiles.
:Missiles do the same damage at all ranges, but are heavily impacted by a targets speed and signature size. Missiles can do any damage type allowing the pilot to select the proper ammunition on a situational basis, making missile ships especially capable mission running ships. Caldari ships often have bonuses for kinetic missile damage, making the damage done with kinetic missiles particularly formidable. Missiles use no capacitor to fire.
*[[Turrets#Hybrid turrets|Hybrid turrets]] come in two varieties: blasters (short-range) and railguns (long-range). Caldari (hybrid) ships generally have range bonuses for hybrid turrets. Hybrid turrets always do kinetic and thermal damage and ammunition is on a sliding scale with the ammunition that does the highest damage generally having the shortest range and requiring the most capacitor to fire.


==== Drones ====
* '''[[Tanking#Shield tanking|Shield tanking]]'''. Caldari ships are designed to be shield tanked. They generally have more medium slots (so as to fit shield modules) and fewer low slots. Some Caldari ships, such as the Merlin, Drake, and Rokh, have bonuses to shield resistances. Many Caldari ships can mount a range of types of shield tank—buffer, active, or passive—depending on the situation. In some limited circumstances some Caldari ships mount armor tanks (an EWAR ship can armor tank using its low slots to free up mid slots for more EWAR), but shield tanking is usually the order of the day.
Caldari Ships generally have a relatively small drone bay.
* '''[[Missiles]]'''. Of the four factions, Caldari are most closely identified with using missiles. A line of Caldari ships have missile bonuses: examples include the Kestrel, Corax, Caracal, Drake, and Raven. Sometimes these bonuses boost missiles' range, as well as their damage. Missiles don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Unlike lasers and hybrid turrets, missile launchers have selectable damage types, and unlike projectile turrets the damage selection is easy and simple; on the other hand, launchers take a while to reload.
==== Electronic Warfare ====
* '''[[Turrets#Hybrid turrets|Hybrid Turrets]]'''. Other Caldari ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
The Caldari State favors the Electronic Counter Measures (ECM) as their method of Electronic Warfare, and several Caldari ships receive ECM bonuses. ECMs are an incredibly strong form of electronic warfare, forcing an enemy ship to break its target lock for the duration of the cycle time.  
** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged turrets (autocannon and pulse lasers).
** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Some Caldari ships are particularly well-suited to sniping at long range with railguns.
* '''[[Electronic_Countermeasures|ECM jamming]]'''. The Caldari racial EWAR specialty is ECM ("electronic countermeasures"). ECM is an especially powerful form of EWAR: it does not suffer from [[Stacking penalties|stacking penalties]], unlike the other three main types of EWAR, and it can completely remove a target's ability to attack anything other than the ECM-jamming ship itself. In the larger ECM ships, it can also have a very long range. The Caldari are the only faction to have a T1 battleship with dedicated EWAR bonuses, the Scorpion. The main drawbacks of ECM are that it is chance-based, and can fail repeatedly if you're unlucky, and that any ship using it is usually a primary target, because it is widely feared.
* '''Fragility'''. The flipside of the extremely strong shields on Caldari ships is somewhat more fragile armour and hull hitpoints.
* '''Smaller dronebays'''. Caldari ships tend to have smaller dronebays and more limited drone bandwidth for their size and class: Caldari pilots begin to have access to enough drone space to launch a full flight of light drones when they get into battlecruisers, while Gallente ships, by contrast, offer this capacity as early as the [[Tristan]]—a T1 frigate.  


If there is a broader hallmark of Caldari ships, it is perhaps '''range'''. Both Caldari missile ships and Caldari hybrid turret ships often have bonuses which help them fight at long range. Caldari ships can still fight effectively at close range, and a torpedo Raven or blaster Rokh is a dangerous opponent, but they can outshine other factions at long or very long ranges.


== Skills ==
== Skills ==