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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Line 78: Line 78:
|roles=Tackle, Mission
|roles=Tackle, Mission
|variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]]
|variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]]
|info=This is the speedy frigate with the highest base velocity of the Amarr T1 frigates at 404 m/s. It also has high maneuverability and accordingly can cruise around and align very quickly if required. Its primary limitation is the slot layout, giving pilots little room for different modules. For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice. It is even feasible as a quick transport for small quantities of goods.  
|info=The Executioner is the Amarr fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank.
}}


Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots. Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.
 
 
{{ShipGuideFittings
|name=Executioner, PvE Mission Basic
 
|low=
Damage Control I<br>
Small Armor Repairer I<br>
|mid=
1MN Afterburner I<br>
Cap Recharger I<br>
|high=
Gatling Pulse Laser I<br>
Gatling Pulse Laser I<br>
 
|charges=
Multifrequency S<br>
 
|rigs=
[empty rig slot]<br>
[empty rig slot]<br>
[empty rig slot]<br>
 
|recommended1=
Afterburner I<br>
Amarr Frigate II<br>
Controlled Bursts I<br>
 
|recommended2=
Energy Grid Upgrades II<br>
Hull Upgrades I<br>
Rapid Firing I<br>
 
|recommended3=
Repair Systems I<br>
Sharpshooter I<br>
Small Laser Turret II<br>
 
|notes=
}}
 
 
{{ShipGuideFittings
|name=Executioner, PvP Tackler Basic
 
|low=
Damage Control I<br>
Overdrive Injector System I<br>
|mid=
1MN MicroWarpdrive I<br>
Warp Disruptor I<br>
|high=
Gatling Pulse Laser I<br>
Gatling Pulse Laser I<br>
 
|charges=
Standard S<br>
|rigs=
[empty rig slot]<br>
[empty rig slot]<br>
[empty rig slot]<br>
 
|recommended1=
Acceleration Control III<br>
Afterburner III<br>
Amarr Frigate II<br>
Controlled Bursts III<br>
Energy Management III<br>
Energy Systems Operation III<br>
Evasive Maneuvering III<br>
 
|recommended2=
Gunnery III<br>
High Speed Maneuvering III<br>
Hull Upgrades III<br>
Mechanic III<br>
Motion Prediction III<br>
Small Energy Turret III<br>
Propulsion Jamming III<br>
 
|recommended3=
Rapid Firing III<br>
Sharpshooter III<br>
Signature Analysis III<br>
Targeting III<br>
Warp Drive Operation III<br>
 
|notes=* Like other frigates, the Executioner is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Executioner's lasers should normally not be fired except on pods once the field is clear of hostile ships.
* The pulse lasers can be replaced by 150mm or 200mm AutoCannons to avoid the cap problems of laser turrets.
}}
}}