Difference between revisions of "Kestrel"
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==Fitting== | ==Fitting== | ||
− | '' | + | {{Fittings |
+ | |name=Kestrel, PvE Basic Skills Kestrel | ||
+ | |high='Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I | ||
+ | |mid=1MN Afterburner I <br> Small Shield Booster I <br> Small Shield Extender I | ||
+ | |low=Micro Auxillary Power Core <br> Overdrive Injector System I | ||
+ | |charges=Bloodclaw Light Missile | ||
+ | |drones= | ||
+ | |rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot] | ||
+ | |recommended1=Afterburner I <br> Electronics III <br> Shield Operation I <br> Shield Upgrades I | ||
+ | |recommended2=Caldari Frigate III <br> Missile Launcher Operation I <br> Standard Missiles I <br> Engineering III | ||
+ | |recommended3=Energy Management II <br> Hull Upgrades I <br> Missile Projection III | ||
+ | |notes= | ||
+ | * The Afterburner allows the pilot to control the range of engagement. It has a basic shield tank to keep the ship intact in those situations where you find yourself in the middle of a group of enemies, such as immediately after using a Warp Gate. | ||
+ | * Variations to consider for this fit include the use of Capacitor Control Circuit rigs to allow more extended use of the Shield Booster, swapping the Small Shield Extender for a Shield Boost Amplifier (would require Electronics V or a Co-Processor) or switching the Overdrive Injector System for Nanofiber Internal Structure. With Electronics IV it is possible to fit an Invulnerability Field. However, this is generally not practical as the capacitor simply cannot sustain prolonged activation of this module. | ||
+ | * Missile Projection III is strongly recommended as this should give your launchers an approximate effective range of 24km - this is sufficient to stay out of range of most PvE enemies. | ||
+ | * Approximate ISK cost is 700,000 with the bulk of this cost being for the 'Malkuth' launcher variants. This can be greatly reduced by using Standard Missile Launcher I in their place. However, as 'Malkuth' versions have lower CPU requirements, this change will almost certainly require the use of a Co-Processor in one of the low slots. | ||
+ | }} | ||
==Tactics== | ==Tactics== |
Revision as of 19:59, 15 November 2011
RELATED UNI-WIKI REFERENCES
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The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but instead it can not be equipped with turret weapons nor mining lasers. SHIP BONUSES
Caldari Frigate Skill Bonus: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.
Ship Attributes
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Summary
As expected of the Caldari, the Kestrel is the premier t1 missile frigate. With 3 mid slots it can fit for tackle, but is not as suited to that role as the Merlin. The Kestrel makes an excellent frigate for level 1 missions, using the superior range of missiles to avoid damage. It can be flown in pvp as a damage dealer.
Skills
Further information about additional or recommended skills to pilot Kestrel for a specific or it's common role(s) can be written here.
Fitting
Tactics
No sub-article about Kestrel roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Kestrel here.