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Caldari Basic Ship and Skill Overview: Difference between revisions

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{{Ship|Merlin|box}}
{{Ship|Merlin|box}}


The Merlin is the most capable Caldari frigate for PvP, and after the recent Crucible changes, is slightly better than the Rifter in terms of damage and survivability. Its unique selling point is the possession of four midslots which are very useful for tacklers. This now has 3 turret slots (previously it had a 2+2 setup), making it a shorter train as a first tackler frigate.  
The Merlin is the most capable Caldari frigate for PvP, and after the recent Crucible changes, is slightly better than the Rifter in terms of damage and survivability. Its unique selling point is its four mid slots which are very useful for tacklers. This now has 3 turret slots (previously it had both turrets and launchers), making it a shorter train as a first tackler frigate.  


</noinclude>{{#ifeq:{{{1|Merlin}}}|Merlin|
</noinclude>{{#ifeq:{{{1|Merlin}}}|Merlin|
{{Fittings
{{Fittings
|name=Merlin, PvP Basic Skills Merlin
|name=Merlin, 1st tackle, low skills
|high=Light Missile Launcher I <br> Light Missile Launcher I
|high=200mm Autocannon I<br>200mm Autocannon I<br>200mm Autocannon I
|mid=1MN MicroWarpdrive I <br> Sensor Booster I <br> Stasis Webifier I <br> Warp Disruptor I
|mid=1 MN Microwarpdrive I<br>Cap Recharger I<br> Stasis Webifier I<br>Warp Disruptor I
|low=Nanofiber Internal Structure I <br> Overdrive Injector System I
|low=Damage Control I<br>Nanofiber Internal Structure I<br>Overdrive Injector System I
|charges=Scourge Light Missile <br> Scan Resolution
|charges=Republic Fleet Fusion S
|drones=
|drones=
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
|rigs=
|recommended1=Caldari Frigate III <br> Missile Launcher Operation I <br> Light Missiles I
|recommended1=Spaceship Command I<br>Caldari Frigate III<br>Gunnery I<br>Small Projectile Turret I
|recommended2=High Speed Maneuvering I <br> Long Range Targeting I <br> Propulsion Jamming I
|recommended2=Navigation III<br>Afterburner III<br>High Speed Maneuvering I<br>Mechanics I<br>Hull Upgrades I
|recommended3=Shield Upgrades I <br> Hull Upgrades I
|recommended3=Science I<br>Engineering II<br>Energy Grid Upgrades II<br>Electronics III<br>Propulsion Jamming I
|notes=*This is a cheap, fast initial tackler for fleets. It dies easily, so be prepared to run away fast.
|notes=
}} {{Fittings
*This fit is meant to be first tackle, sprinting to the enemy and getting a long point on it.
|name=Merlin, PvP Tanky Merlin
*ACs are used to save cap for prop and tackle mods.
|high=Rocket Launcher I<br>Rocket Launcher I<br>150mm Light Autocannon I<br>150mm Light Autocannon I
*Get within 20km and start Warp Disrupting.
|mid=1MN Afterburner I<br>Medium Shield Extender I<br>Stasis Webifier I<br>Warp Scramber I
*If possible, get within 10km and webify.
|low=Damage Control I<br>Micro Auxiliary Power Core
*Shut off Microwarp once in range.
|charges=Inferno Rocket<br>Phased Plasma S
*You are fragile; if targeted, warp out immediately.
*Capacitor is an issue at low skills, but should last at least a minute if Microwarp is off.
}}{{Fittings
|name=Merlin, 2nd tackle, low skills
|high=125mm Autocannon I<br>125mm Autocannon I<br>125mm Autocannon I
|mid=1 MN Microwarpdrive I<br>Medium Shield Extender I<br> Stasis Webifier I<br>Warp Scrambler I
|low=Damage Control I<br>Nanofiber Internal Structure I<br>Nanofiber Internal Structure I
|charges=Republic Fleet Fusion S
|drones=
|drones=
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
|rigs=Small Anti-EM Screen Reinforcer I<br>Small Anti-EM Screen Reinforcer I<br>Small Anti-Thermal Screen Reinforcer I
 
|recommended1=
|recommended1=
Caldari Frigate III<br>
Missile Launcher Operation I<br>
Rockets I<br>
High Speed Maneuvering I<br>
|recommended2=
|recommended2=
Shield Upgrades I<br>
Hull Upgrades I<br>
Afterburner I<br>
Engineering IV<br>
|recommended3=
|recommended3=
Propulsion Jamming I<br>
|notes=
Energy Management II<br>
*This fit is meant to be second tackle, trading tackle range for durability.
Small Projectile Turret I<br>
*ACs are used to save cap for prop and tackle mods.
Shield Upgrades III<br>
*Get within 7.5km and Warp Scramble and Stasis Webify.
 
*Shut off Microwarp once in range.
|notes=This heavier but slower tackler makes use of the Merlin's excellent shield tank, with over 3000 EHP against the weakest EMP resistance. The "recommended" skillset allows fitting of a microwarpdrive in place of the afterburner, if the guns are downgraded to 125mm. Weapon range is less than 4km without range-boosting skills, so you need to orbit close (watch out for smartbomb battleships). Choose ammo type to match your target.<br>
*Do not get within 6 km of battleships unless they are known NOT to be carrying smartbombs.
Improving your fitting skills further or replacing meta-0 with named modules will free up even more powergrid for better weapons or T2 systems.
*Smaller targets may be orbited more closely.
*Capacitor is not an issue once MWD is off.
*Feel free to use bigger guns or hybrids if your fitting and cap skills allow.
*The listed rigs are quite cheap and will add to your EHP, but you must get them yourself.
}}}}<noinclude>
}}}}<noinclude>