Difference between revisions of "User talk:Dustin lorenz"

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version=PRE-RET 1.0|
 
version=PRE-RET 1.0|
 
shipDNA=602:8089;4:399;1:439;1:1195;1:12274;2:210;1::|
 
shipDNA=602:8089;4:399;1:439;1:1195;1:12274;2:210;1::|
skills=Caldari Frigate I</li><li>Missile Launcher Operation I</li><li>Light Missiles</li><li>After Burner I</li><li>Shield Operation I</li><li>Energy Grid Upgrades II|
+
skills=Caldari Frigate III</li><li>Missile Launcher Operation I</li><li>Energy Systems Operation II</li><li>Energy Management II</li><li>Energy Grid Upgrades II</li><li>Standard Missiles I</li><li>Shield Management III</li><li>Electronic Upgrades II</li><li>Engineering III</li><li>Weapons Upgrades III |
 
notes=This is a fit to maximize damage over tanking and utilize ballistic control systems to speed up fire rate.</li><li>The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys. }}
 
notes=This is a fit to maximize damage over tanking and utilize ballistic control systems to speed up fire rate.</li><li>The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys. }}
  

Revision as of 03:18, 3 April 2013

Missle Launcher fitting page


Overview

This is intended as an extension to the existing UniWiki Missile Launchers page. It provides more detailed information about the differences between available equipment for each class of Missile Launcher and a rough price comparison to show how much of your hard earned ISK you'll have to spend to get a given level of performance. The raw data for the various missiles and missile launchers is attributed to Evelopedia data provided by CCP. The data has been reformatted for easier reading and for ease of comparison.


Missile Classes

The first thing that needs to be decided when fitting your ship with missile launchers is to determin the type of fighting you plan on doing and what size of ship you plan on fighting. Is it going to be upclose and personal, long distane to cover a larger area, are you attacking a POS or capital ships, do you plan on being jammed up and need to shoot with out a target lock, do you want to tank against other missile boats. For one of those fighting styles or one of your own there are five classes of missiles to choose from that will fit what you are trying to do. Those five classes are Short Range High DPS, Long Range Low DPS, Citadel Cruise, Auto Targeting, and Defender Missiles. Three of the classes short range, long range and auto target are further broken down by size of target.


Short Range High DPS

There are three sizes of short range high DPS missiles

  • Rocket 64 bit icon.png Rockets
    • For use against frigates and drones
  • Torpedo 64 bit icon.png Torpedo
    • For use against battleships and large stationary targets


Long Range Low DPS

There are three sizes of long range low DPS missiles


Auto Targeting

There are three sizes of Auto Targeting missiles


Cruise missile 64 bit icon.png Citadel Cruise

The citadel cruise missiles are used only by capital ships and are only effective against other capital ships and large structures like POS.


Defender light 64 bit icon.png Defenders

Defender missiles have two sizes light and heavy. At present both are quite useless because they only protect you and work only against missles launched at you. The only time I can see them being benificial is a last ditch effort to minimize damage while trying to run away. Other wise I haven't heard of or seen them used.

Ships

T1 Frigates

This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

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


Link= Caldari State Characteristics

 Tank Type: Icon ISIS defense Shields.png Shield
 Main Weapon Systems: Icon ISIS weapon Missiles.png Missile Launchers or Icon ISIS weapon Hybridturrets.png Hybrid Turrets
 Electronic Warfare: Icon ISIS Ecm.png Electronic Counter Measures


General Traits

The following characteristics are generally shared across most or all Caldari ships:

  • 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.
  • 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 if they catch up with their target. 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, missile damage takes a while to arrive (as the missile must travel to its target), which can be a weakness in PvP; very fast ships can outrun missiles. Medium and large missiles often have particular trouble applying their damage to smaller targets. And to balance out the highly selectable damage, reloading a missile launcher takes a long time.
  • 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.
    • 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.
  • 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, 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 GallenteTristan—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 that 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.

Notable uses

PvE

The fact that missiles allow players complete control over which damage type they deal, permitting precise targeting of NPCs' weak points, combined with the very long range missiles can achieve on some Caldari hulls, make Caldari missile ships popular for PvE combat. A typical progression for mission running might be the Kestrel and Corax for Level 1 missions, the Caracal for L2s, the Drake for L3s, and the Raven for L4s. The Drake can mount a famously effective low-management passive shield tank. The missile, shield, and ship command skills trained for PvE combat in Caldari missile ships are one half of the skills necessary to do well in Guristas ships, the GuristasWorm, GuristasGila, and GuristasRattlesnake, and Guristas ships are popular for high-end PvE such as lucrative nullsec ratting and mid-tier Abyssal Deadspace runs.

The Cormorant, with its many high slots, makes a good basic salvaging ship.

PvP

T1 Caldari ships find various popular niches in PvP combat. The Merlin and Kestrel can do well in faction warfare frigate fights, and the Merlin's toughness and potential DPS at short ranges can make gangs of them a danger to much larger, more expensive targets. The Caracal can contribute usefully to a fast-moving gang with mid-range damage and good damage against small ships if fitted with Rapid Light Missile Launchers; the skills used in a Caracal prepare a character for a kiting-fitted CaldariOsprey Navy Issue, a popular ship for solo and small gang PvP, and for the advanced Tech 2 CaldariCerberus, which is used in some popular fleet compositions. Caldari hybrid turret ships are often prized for their range. The Ferox, for instance, can be made the backbone of a sniping fleet. The Osprey is a good T1 remote-shield-boost ship if several Ospreys can group up (the ship is designed for team use), and this role prepares pilots for the extremely powerful CaldariBasilisk.

Both the small Griffin frigate and the medium-sized Blackbird cruiser are highly valued gang and fleet ships, as their ECM abilities offer a potentially huge battlefield impact in cheap, expendable hulls: ECM jams on opposing logistics ships, tackle, or EWAR can swing a battle, and jams on opposing damage dealers can tip the DPS race in the right direction. The Scorpion sees some use, but its larger size, more limited agility and speed, and greater cost send ECM pilots to the smaller ECM ships more often.

Skills

Caldari ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's Short Skill Plan; relatively new pilots should consider the 14 skills which affect every ship, the fitting skills which make it easier to fit modules onto ships, and the support skills which underpin much of your ship's performance. For longer-term training, EVE University's Pyramid Skill Plan offers one useful way of conceiving your goals.

That said, there are some considerations that are specific to Caldari ships. Pilots using Caldari ships will want to polish their skills in using missiles, gunnery, and the use of shields. Given Caldari strengths at range, Missile Bombardment, Missile Projection, Sharpshooter,Trajectory Analysis and Long Range Targeting might be higher priorities for pilots flying these ships. Though hybrid turrets are not as capacitor hungry as lasers, pilots using Caldari turret ships will want good capacitor skills and Controlled Bursts.

Caldari ships tend to have small dronebays for their size and class, and pilots flying Caldari ships will be able to leave drone skills until a little later than Gallente pilots would. However, once you train in battlecruisers and battleships, you will want a full flight of drones and adequate drone support skills.

Ships

Here are the Caldari T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.

Corvette

Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.

Corvette: INFORMATION
Ibis
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
125 m³
cargo capacity
cargo
defense
200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
125 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
27.00 km
max. targeting range
tgt. range
52 m
ship signature radius
sig. radius
295 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
20% bonus to Small Hybrid Turret optimal range
10% bonus to kinetic Light Missile and Rocket damage
30% bonus to ECM Target Jammer strength
8% bonus to all shield resistances

The Caldari Ibis corvette is a small but stout vessel that fits admirably well as a cargo hauler or small-scale miner. Its reliability makes it a good choice for novice ship captains.

An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.

Frigate

Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.

Frigate: INFORMATION
Bantam
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
270 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
225 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
40.00 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
370 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Caldari State, this led to the redesign and redeployment of the Bantam.

The Bantam, a strong and sturdy craft, was originally an extremely effective mining frigate. After its redesign, the Bantam's large structure had to give way for logistics systems that ate up some of its interior room but allowed it to focus extensively on shield support for fellow vessels.

The Bantam's role was changed from that of mining frigate to logistics frigate in the Retribution patch.


Frigate: INFORMATION
Condor
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
130 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
30.00 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
400 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
10% bonus to kinetic Light Missile and Rocket damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.

The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.


Frigate: INFORMATION
Griffin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
260 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
42 m
ship signature radius
sig. radius
325 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
15% bonus to ECM Target Jammer strength
10% reduction in ECM Target Jammer activation cost

The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.

The Griffin is an Electronic Counter Measure frigate, often seen in E-UNI fleets offering Electronic Warfare support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other, or breaking Warp Disruption, allowing an escape. For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.


Frigate: INFORMATION
Heron
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
35 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
37.50 km
max. targeting range
tgt. range
40 m
ship signature radius
sig. radius
340 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
7.5% bonus to Core and Combat Scanner Probe strength
5% reduction in Salvager duration
Role Bonus:
5+ bonus to Relic and Data Analyzer virus strength

The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.

The Heron is the T1 Caldari probe scanning frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.


Frigate: INFORMATION
Kestrel
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
4
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
160 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
325 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Light Missile and Rocket damage
10% bonus to Light Missile and Rocket max velocity

The Kestrel is a heavy missile boat with 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 as a result it can not be equipped with turret weapons nor with mining lasers.

The Kestrel is a commonly flown frigate in New Eden, both for PvP and PvE. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges, and falloff.


Frigate: INFORMATION
Merlin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
150 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
39 m
ship signature radius
sig. radius
310 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Small Hybrid Turret damage
4% bonus to all shield resistances

The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.

The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets makes it a relatively quick train.


Destroyer

Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.

Destroyer: INFORMATION
Corax
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
7
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
450 m³
cargo capacity
cargo
defense
1,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
750 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
45 km
max. targeting range
tgt. range
69 m
ship signature radius
sig. radius
235 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Destroyer bonuses (per skill level):
5% bonus to kinetic Light Missile and Rocket damage
10% bonus to Light Missile and Rocket explosion velocity
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

The Corax adheres to the well-established Caldari design philosophy that there is strength in numbers, and that the messages sent to an enemy should be strong and unequivocal. This applies equally to peace talks as it does to actual engagements on the battlefield - there should be no doubt in the strength of Caldari spirit, nor in the fact that when one blow has been struck, others are going to follow.

As such, the Corax does not pepper its opponents with pellets from a gun, nor does it toast them with continuous beams of light. Instead, it delivers strong, hard-hitting payloads at a pace that's not only steady, but rapid enough to rock its targets and knock them off-balance.

The Corax was introduced in the Retribution expansion. An alternative to the Cormorant's hybrid turret weapon preference, it offers new pilots the opportunity to follow the missile centric play style of the Kestrel and, later, the Caracal, without being forced to train into the gunnery skills of the Cormorant. The Corax's fragile tank lends itself well to a sniping style of combat, one that uses the ship's nimble body to keep it at ranges larger than 20Km. In PVE, by keeping targets at range, the Corax should have no problem running most level 1 and level 2 missions. The same philosophy works for PVP where the Corax can kite most ships with relative ease.


Destroyer: INFORMATION
Cormorant
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
7
turret hardpoints
turrets
3
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
425 m³
cargo capacity
cargo
defense
900 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
36.00 km
max. targeting range
tgt. range
65 m
ship signature radius
sig. radius
250 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Destroyer bonuses (per skill level):
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret optimal range
Role Bonus:
50% bonus to Small Hybrid Turret optimal range

The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle.

The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size, it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect. When it is used in PvE as a combat ship (Level 1 missions and the Sisters of EVE storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships. In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.


Cruiser

Cruisers are EVE's medium-sized ships.

Cruiser: INFORMATION
Blackbird
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
3
turret hardpoints
turrets
6
middle slots
mediums
3
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
305 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
85.00 km
max. targeting range
tgt. range
150 m
ship signature radius
sig. radius
190 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
15% bonus to ECM Target Jammer strength
12.5% bonus to ECM Target Jammer optimal range and falloff

The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.

The Blackbird makes a formidable ewar ship and is generally used as such. You can find a detailed discussion of Blackbird fitting here.


Cruiser: INFORMATION
Caracal
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
5
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
1,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
57.50 km
max. targeting range
tgt. range
125 m
ship signature radius
sig. radius
230 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Heavy Missile and Heavy Assault Missile max velocity

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.

The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increase the range of its missiles, as well as a rate of fire bonus for missiles. It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. It has no bonus for a specific damage type, so can match the missile type to the NPC.

The Caracal is also very popular for PvP, for example as a dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.


Cruiser: INFORMATION
Moa
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
15 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
2,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
55.00 km
max. targeting range
tgt. range
135 m
ship signature radius
sig. radius
190 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
4% bonus to all shield resistances

The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns can rain death upon foes.

With the retribution patch, the Moa now has a bonus to hybrid damage as well as the usual shield resistance, rather than the previous range bonus. This means the Moa is now more suited to being a pure brawler rather than a sniper. With the extra damage, the Moa is quite suitable for PvE, and could also serve as a PvP brawler.


Cruiser: INFORMATION
Osprey
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
2
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
3
low slots
lows
drones & cargo
20 m³
drone capacity
drones
20 Mbit/sec
drone bandwidth
b/w
485 m³
cargo capacity
cargo
defense
1,650 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
62.50 km
max. targeting range
tgt. range
95 m
ship signature radius
sig. radius
210 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
12.5% bonus to Remote Shield Booster amount
5% reduction in Remote Shield Booster activation cost
Role Bonus:
1000% bonus to Remote Capacitor Transmitter range
200% bonus to Remote Capacitor Transmitter transfer amount
430% bonus to Remote Shield Booster optimal range and falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Caldari State the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Osprey.

The Osprey originally offered excellent versatility and power for what was considered a comparably low price. After its redesign, its inbuilt mining technology - now a little creaky and long in the tooth - was gutted from the Osprey and replaced in its entirety with tech of a different type, capable of high energy and shield transfers.

The Osprey was changed in the Retribution patch to a full logistics cruiser. It is a t1 version of the more capable Basilisk but is by no means ineffective. It is one of the two Shield logistics ships, and because of its bonus to Energy Transfer works best when paired with other Ospreys or Basilisks.


Battlecruiser

Battlecruisers are sometimes considered a more powerful version of Destroyer class ships. They fit the same sized weapons as Cruisers except for the Attack Battlecruisers which fit Battleship sized weapons, and are more widely used as a damage dealing ship than Destroyers.

Combat Battlecruiser: INFORMATION
Drake
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
0
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
5,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
295 m
ship signature radius
sig. radius
150 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
4% bonus to all shield resistances
10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.

The Drake is an incredibly strong PvE ship due to its shield resistance which gives it an impressive tank. Unfortunately, it also features slow speed and relatively low DPS for a battlecruiser. Although it was at some time one of the most popular ships for PvP, due to ship balancing it is now only occasionally used PvP, typically as bait. It is however still very effective in PvE because of its tank and range and its ease of use, especially with a passive tank.


Combat Battlecruiser: INFORMATION
Ferox
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
475 m³
cargo capacity
cargo
defense
5,250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
325 m
ship signature radius
sig. radius
145 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
10% bonus to Medium Hybrid Turret optimal range
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Hybrid Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Designed as much to look like a killing machine as to be one, the Ferox will strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With the potential for sizable armament as well as tremendous electronic warfare capability, this versatile gunboat is at home in a great number of scenarios.

The Ferox is a versatile battlecruiser capable of a strong passive or active shield tank and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. It is a popular fleet PvP ship and part of some Nullsec fleet doctrines.


Attack Battlecruiser: INFORMATION
Naga
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
6
middle slots
mediums
3
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwidth
b/w
575 m³
cargo capacity
cargo
defense
2,160 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,575 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
215 m
ship signature radius
sig. radius
195 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
5% bonus to Large Hybrid Turret damage
10% bonus to Large Hybrid Turret optimal range
Role Bonus:
95% reduction in Large Hybrid Turret powergrid requirement
50% reduction in Large Hybrid Turret CPU requirement
50% reduction in Large Hybrid Turret activation cost

The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.

The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.

The Naga is effective in any campaign where fast, mobile firepower is required.

The Naga is the Caldari attack battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets but is rarely seen in PvP as pure sniper configurations are not effective with current doctrines.

Battleship

Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and are mostly used as a damage dealing combat ships in EVE, although there are several Battleships that have a different role, such as the Scorpion.

Battleship: INFORMATION
Raven
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
4
turret hardpoints
turrets
7
middle slots
mediums
5
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
830 m³
cargo capacity
cargo
defense
7,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
6,380 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
90.00 km
max. targeting range
tgt. range
410 m
ship signature radius
sig. radius
113 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
10% bonus to Cruise Missile and Torpedo max velocity
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.

The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or an X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of light drones and one flight of medium drones. In addition, it is a very slow ship, as most Caldari boats are.

For PvP, it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.


Battleship: INFORMATION
Rokh
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
8
turret hardpoints
turrets
7
middle slots
mediums
4
low slots
lows
drones & cargo
125 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
820 m³
cargo capacity
cargo
defense
9,350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108 km
max. targeting range
tgt. range
500 m
ship signature radius
sig. radius
89 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret optimal range
4% bonus to all shield resistances
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.

The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal with more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 300km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease of use. It does have a role as one of the entry options for new pilots who want to join Incursions.


Battleship: INFORMATION
Scorpion
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
4
launcher hardpoints
launchers
4
turret hardpoints
turrets
8
middle slots
mediums
5
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
690 m³
cargo capacity
cargo
defense
7,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
6,050 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108.00 km
max. targeting range
tgt. range
480 m
ship signature radius
sig. radius
94 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
15% bonus to ECM Target Jammer and ECM Burst Jammer strength
25% bonus to ECM Target Jammer and ECM Burst Jammer optimal range and falloff
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.

The Scorpion is the Caldari ECM Battleship. With its 8 mid-slots, it is capable of fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose to rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.

Haulers

Caldari haulers tend to have the highest base cargo but as they don't have many low slots they cannot expand their cargo as well as other factions.

Hauler: INFORMATION
Badger
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
1
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
3,900 m³
cargo capacity
cargo
defense
1,440 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
750 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
42.5 km
max. targeting range
tgt. range
190 m
ship signature radius
sig. radius
127 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship inertia modifier
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Badger-class hauler is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. Its huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone.

The Badger is the basic Caldari hauler ship. It's useful to train to use a Caldari hauler in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.

Hauler: INFORMATION
Tayra
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
7,300 m³
cargo capacity
cargo
defense
1,100 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
550 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
45 km
max. targeting range
tgt. range
230 m
ship signature radius
sig. radius
115 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Tayra, an evolution of the old Badger Mark II hauler, focuses entirely on reaching the highest potential capacity that Caldari engineers can manage in a standard cargo carrier.

The Tayra (formerly called the Badger Mark II) has a cargo hold considerably larger than the Badger's. However, it is marginally slower at subwarp speeds, is less tanky, has less fitting room and takes longer to turn. In general, though, the larger cargo hold offsets the disadvantages and so training Caldari Hauler to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.

Missile Tips

Main article: Missiles

For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:

  • "Mjolnir": EM damage
  • "Inferno": thermal damage
  • "Scourge": kinetic damage
  • "Nova": explosive damage

In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.

A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the tactical overlay and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.

Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. When missiles aren't going to apply damage well, you can try using small drones to scrape small targets off you.

Hybrid Turret Ammo Tips

Main article: Hybrid Ammo

Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.

In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.

For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike ammo.

Related Links

Ship Skill and Fitting Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate Factions

Basic PVE
Kestrel: Basic PVE
EFT
[Kestrel, Basic PVE]
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher

1MN Afterburner I
Cap Recharger I
Small Shield Booster I

Micro Auxiliary Power Core I
Power Diagnostic System I



Scourge Light Missile x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Caldari Frigate III
  • Missile Launcher Operation I
  • Energy Systems Operation II
  • Energy Management II
  • Energy Grid Upgrades II
  • Standard Missiles I
  • Shield Management III
  • Electronic Upgrades II
  • Engineering III
NOTES
  • This is the most basic fit for the kestrel Frigate, designed for L1 Missions. As skills/isk is gained, T1 modules may be substituted by meta modules depending on fitting skills".
  • The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys.


Caldari Basic Ship and Skill Guide

DPS PVE
Kestrel: DPS PVE
EFT
[Kestrel, DPS PVE]
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher

1MN Afterburner I
Cap Recharger I
Small Shield Booster I

Ballistic Control System I
Ballistic Control System I



Scourge Light Missile x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Caldari Frigate III
  • Missile Launcher Operation I
  • Energy Systems Operation II
  • Energy Management II
  • Energy Grid Upgrades II
  • Standard Missiles I
  • Shield Management III
  • Electronic Upgrades II
  • Engineering III
  • Weapons Upgrades III
NOTES
  • This is a fit to maximize damage over tanking and utilize ballistic control systems to speed up fire rate.
  • The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys.


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Description of Table Contents

Tables will be grouped by the class of missile that the launcher can fire, Light, Heavy, Battleship or Citadel Missiles. Within each missile class tables will be grouped by their guided ( with longer ranged but lower relative damage ) or unguided ( with shorter ranged but higher relative damage ) types. A brief description of each launcher type will then be provided with suggestions on what class of hulls they are best fit on and the best type of targets for each. All percentage values provided, except cost, are positive when providing improved value and negative when detracting from combat power and/or ease of fitting.

The following tables for each launcher type will list the following information:

  • Table Key:
    • Name - A useful search name for the launcher to find it within the market window
    • Meta - It's meta value, higher is generally better.
    • Cost - Approximate Cost in Millions of ISK as found in Jita as of the most recent update.
    • Cost % - Approximate percentage increase in cost over the meta 0 version of the same launcher.
      • Meta 0's are the reference point so all % values will be not applicable represented by a '-'.
    • Rate - Raw rate of fire in seconds per launch.
    • Rate % - Percentage increase in rate of fire over meta 0 version.
    • # Shots - Number of missiles of the indicated type that the launcher can hold.
      • Calculated from launcher capacity in m3 / Missile's volume in m3 from Evelopedia.
    • Shots % - Percentage increase in missile capacity.
    • Power - Power grid usage in Megawatts.
    • PG % - Percentage decrease in power grid usage.
    • CPU - CPU usage in teraflops.
      • CPU % - Percentage decrease in CPU usage.


Light Missile Class

Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and Small Industrials. Also probably get the greatest benefit from the Target Navigation Prediction skill as the intended targets all have small signature radii are relatively fast and have low effective hit points.

Standard Missiles

The "guided" projectiles of the Light Missile class which can benefit from the Standard Missiles & Standard Missile Specialization skills. These missiles will also get the greatest benefit from Guided Missile Precision skill as it minimizes the effect from the small signature radius of ships of the intended target class(es) on the missiles damage.

Standard Missile Launchers

Generally the best fit for Frigate and Destroyer hulls and their T2 variants. Stealth Bombers, T2 CovOps Frigates, are optimized for firing Bombs and Torpedoes and would use those launchers instead.

Name Meta Cost Cost% Rate Rate % # of Shots Shots % Power PG % CPU CPU %
Standard I 0 .150 - 15.000 - 40 - 8 - 25 -
Malkuth 1 ? ? 14.250 5 42 5 8 0 20 25
Limos 2 ? ? 13.500 10 44 10 8 0 23 8
TE-2100 3 ? ? 12.750 15 44 10 8 0 24 4
Arbalest 4 ? ? 12.000 20 48 20 8 0 21 16
Standard II 5 ? ? 12.000 20 53 33 9 -13 28 -12
Gallows 6 ? ? 13.500 10 40 0 7 13 21 16
Domination 7 ? ? 11.625 23 40 0 8 0 20 20
Republic Fleet 7 ? ?? 11.625 23 54 35 8 0 20 20
True Sansha 7 ? ?? 11.625 23 54 35 8 0 20 20
Caldari Navy 8 ? ?? 10.500 30 60 50 7 13 28 -12
Dread Gurista 8 ? ?? 10.500 30 60 50 7 13 28 -12

Assault Missile Launchers

The exception to the light missile rule of thumb. Vastly increase power grid and increased CPU requirements make assault launchers unsuitable for loading on most frigate and destroyer hulls. Assault launchers are specifically designed for fitting on cruiser and battle cruiser class hulls and provide them with superior rates of fire and launcher capacity for standard missiles. These launchers convert both Tier 1 & 2 cruiser class hulls into superior killers of drones, frigates and destroyers at the expense of vastly reduced damage to vessels of their own hull class.


Name Meta Cost Cost% Rate Rate % # of Shots Shots % Power PG % CPU CPU %
Assault I 0 .150 - 12.000 - 40 - 50 - 35 -
Malkuth 1 ? ? 14.250 5 42 5 8 0 20 25
Limos 2 ? ? 13.500 10 44 10 8 0 23 8
TE-2100 3 ? ? 12.750 15 44 10 8 0 24 4
Arbalest 4 ? ? 12.000 20 48 20 8 0 21 16
Standard II 5 ? ? 12.000 20 53 33 9 -13 28 -12
Gallows 6 ? ? 13.500 10 40 0 7 13 21 16
Domination 7 ? ? 11.625 23 40 0 8 0 20 20
Republic Fleet 7 ? ?? 11.625 23 54 35 8 0 20 20
True Sansha 7 ? ?? 11.625 23 54 35 8 0 20 20
Caldari Navy 8 ? ?? 10.500 30 60 50 7 13 28 -12
Dread Gurista 8 ? ?? 10.500 30 60 50 7 13 28 -12

Rocket Class

Rockets

Rockets are the short-ranged frigate-sized weapon of the missile weapon system. Rockets offer similar damage potential than standard missiles, but rocket launchers are easier to fit. However, this comes at the price of reduced range.

Rocket Launchers

Name Meta Cost Cost% Rate Rate % # of Shots Shots % Power PG % CPU CPU %
Rocket I 0 .150 - 5.00 - 37 - 4 - 15 -
Malkuth 1 ? ? 4.75 5 40 8 4 0 12 25
Limos 2 ? ? 4.50 10 41 11 4 0 14 7
OE-5200 3 ? ? 4.25 15 43 16 4 0 14 7
Arbalest 4 ? ? 4.00 20 45 22 4 0 13 15
Rocket II 5 ? ? 4.00 20 50 35 4 0 17 -13
Balefire 6 ? ? 4.50 10 37 0 4 0 13 -15
N-1 Neon Type 6 ? ? 4.50 10 37 0 4 0 13 -15
Domination 7 ? ? 3.88 29 50 35 4 0 12 -25
Republic Fleet 7 ? ?? 3.88 29 50 35 4 0 12 -25
True Sansha 7 ? ?? 3.88 29 50 35 4 0 12 -25
Caldari Navy 8 ? ?? 3.50 43 56 51 3 -33 17 -13
Dread Gurista 8 ? ?? 3.50 43 56 51 3 -33 17 -13
Khanid Navy 8 ? ?? 3.50 43 56 51 3 -33 17 -14

Meta Level

Each row will list a "Meta" level for that piece of equipment. Meta can be used as a rough estimate of it's value in combat and ranges from 0 to 8. The higher the value generally the more punch it can deliver in combat AND it will have a correspondingly higher price. Actual combat effectiveness depends highly on pilot skills and tactics. And current prices in Eve are highly volatile depending on many factors. ( Values are provided for comparison purposes only, pilots' actual mileage may vary. )

Also the meta level gives an indication of where or how the equipment can be obtained:

Meta Note(s)
0 These launchers are all the standard baseline for launchers of that class and can be manufactured from T1 BPO's and BPC's.

All % columns are figured from the Meta 0 launcher for that type of launcher.

1-4 These are all dropped from NPC's ( aka "rats" ) during missions or in belts below 0.9 security status. Availability is variable and prices fluctuate wildly.
5 These are the Tech II launchers and can be manufactured from T2 BPC's which must be researched from T1 BPO's or BPC's. These are also the only launchers that can fire T2 ammo and benefit from the specialization skills.
6 Available from Storyline Missions. May be sold but price and availability is HIGHLY variable. Note that these launchers are Tech level 1 items and thus cannot use T2 ammunition nor do they benefit from the specialization skills.
7-8 Faction equipment available from the loyalty point store of faction agents and from some RARE mission/rat spawns. Note that these launchers are Tech level 1 items and thus cannot use T2 ammunition nor do they benefit from the specialization skills.

NOTE: Any launcher type and meta level CAN be looted from destroyed player ships but, of course, the determination of which equipment is dropped and which is destroyed is highly random.