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Line 90: |
Line 90: |
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| ==Fitting== | | ==Fitting== |
− | {{ShipFitting|
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− | ship=Raptor|
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− | shipTypeID=11178|
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− | fitName=Fast Locker|
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− | fitID=Fast-Locker|
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− | high1name=Experimental TE-2100 Light Missile Launcher|
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− | high1typeID=7993|
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− | high2name=Experimental TE-2100 Light Missile Launcher|
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− | high2typeID=7993|
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− | high3name=open|
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− | high4name=open|
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− | mid1name=Upgraded 1MN Microwarpdrive I|
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− | mid1typeID=5971|
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− | mid2name=Sensor Booster II|
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− | mid2typeID=1952|
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− | mid3name=Warp Disruptor II|
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− | mid3typeID=3244|
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− | low1name=Nanofiber Internal Structure II|
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− | low1typeID=2605|
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− | low2name=Nanofiber Internal Structure II|
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− | low2typeID=2605|
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− | low3name=Capacitor Power Relay II|
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− | low3typeID=1447|
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− | charge1name=Scan Resolution Script x1|
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− | charge1typeID=29011|
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− | charge2name=Mjolnir Light Missile x1|
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− | charge2typeID=212|
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− | charge3name=open|
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− | charge4name=open|
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− | charge5name=open|
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− | rig1name=Small Targeting System Subcontroller I|
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− | rig1typeID=31322|
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− | rig2name=Small Targeting System Subcontroller I|
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− | rig2typeID=31322|
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− | difficulty=1|
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− | warsop=A|
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− | warsopReason=|
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− | version=RET 1.0|
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− | shipDNA=11178:7993;2:1952;1:3244;1:5971;1:1447;1:2605;2:31322;2:212;1:29011;1::|
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− | skills=|
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− | notes=This fit is pretty fragile, can't really tank anything with decent guns. Good for gatecamps or other fleets where quick locking is important and other tackle will be available soon.}}
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| {{ShipFitting| | | {{ShipFitting| |
Fast Target Locking Time
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Lai Dai
Lai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.
SHIP BONUSES
Caldari Frigate Skill Bonus: 5% bonus to Small Hybrid Turret Damage and 10% bonus to Small Hybrid Turret optimal range per level Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Required Skills
- Caldari Frigate V11d 20h 26m
- Interceptors I33m
- Spaceship Command III4h 26m
- Evasive Maneuvering V11d 20h 26m
Training Time what's this?23d 22h 40m
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Grouping
▪ Variations Condor
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35 MW 185 tf
400 m/sec
130 m³
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, Crow
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Fast Target Locking Time
35 MW 165 tf
430 m/sec
98 m³
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Ship Attributes
Fittings |
High 4
Launchers 2
Turrets 3
Rig
2
small
Calibration 400
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Navigation |
Base Time to Warp 4.62 s what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
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Drones |
Drone Bandwidth 0 Mbit/sec
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Targeting |
Gravimetric Sensor 14 points
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Structure |
Structure Hitpoints 422 HP
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Armor |
Armor Hitpoints 316 HP
Armor Resistances
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Shields |
Shield Capacity 493 HP
Shield Resistances
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Summary
The Raptor is a much derided interceptor. It has less powergrid than the other fleet interceptors, making it more difficult to fit. It is bonused towards railguns, which are useless against drones, which are the main enemy of tacklers. Finally, it is slow for a fleet interceptor.
Skills
Further information about additional or recommended skills to pilot Raptor for a specific or it's common role(s) can be written here.
Fitting
[Raptor, Fleet Interceptor]
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Limited 1MN Microwarpdrive I
Medium Shield Extender II
Warp Disruptor II
Micro Auxiliary Power Core I
Damage Control II
Overdrive Injector System II
Small Ionic Field Projector I
Small Polycarbon Engine Housing I
Republic Fleet EMP S x1000
- Eligible for E-Uni Ship Replacement Program.
- Interceptors 4 will give you a 28.8km point before overheating. With Interceptors 5 and overheat, you can point at 36 km.
- The MSE will give you the chance to survive making mistakes on your orbits (EHP is 4990 with all skills at level V, before any boost). For gate-camp situations, a Sensor Booster may be substituted (but you lose eligibility to the Ship Replacement Program).
- Use the guns to shoot off drones that attack you or get on extra kill mails. DPS is only 65 with EMP, so don't expect to kill anything significant by yourself.
- Fast ship (4250 m/s, and 6070 m/s with the MWD on overheat). Good agility (align time is 3.9 s with MWD on).
Tactics
No sub-article about Raptor roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Raptor here.
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