Difference between revisions of "Punisher"

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  | info=<b>Development</b><br>The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.
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  | info=The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.
 
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% reduction in Small Energy Turret activation cost<br>4% bonus to all armor resistances<br>
 
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% reduction in Small Energy Turret activation cost<br>4% bonus to all armor resistances<br>
 
  | structurehp=450 HP
 
  | structurehp=450 HP

Revision as of 14:10, 2 December 2016

EVE University Database
 
Ship Database
Punisher
Punisher
Amarr Empire
Amarr Empire
Standard Frigates
Punisher Class
RELATED UNI-WIKI REFERENCES

The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
4% bonus to all armor resistances

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Vengeance
Vengeance.jpg
CornerT2s.png
Vengeance
Assault Frigates Punisher Class
Icon hi slot.png5 (4/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png43 MW Icon cpu.png170 tf
Icon velocity.png295 m/sec
Icon capacity.png210 m³
,Retribution
Retribution.jpg
CornerT2s.png
Retribution
Assault Frigates Punisher Class
Icon hi slot.png5 (0/4) Icon mid slot.png2 Icon low slot.png5
Icon powergrid.png62 MW Icon cpu.png140 tf
Icon velocity.png275 m/sec
Icon capacity.png135 m³

Ship Attributes

Fittings
Powergrid
powergrid
67 MW
CPU
cpu output
140 tf
Capacitor
capacitor
400 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
2
Low
low slots
5
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
355 m/sec
Inertia Modifier
inertia modifier (agility)
2.9
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.78 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.
Drones
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
25.00 km
Max Locked Targets
max. locked targets
4
RADAR Sensor
RADAR sensor strength
10 points
Sig. Radius
signature radius
37 m
Scan Res.
scan resolution
640 mm
Structure
Structure Hitpoints
structure hitpoints
450 HP
Mass
ship mass
1,190,000 kg
Volume
ship volume
28,600 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
500 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
350 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

With its many low slots for armor tank and a bonus to armor resistances, the Punisher is known as the toughest T1 frigate around, but one that won't win any speed races. It is hampered in the tackling role by only having 2 mid slots, meaning it can only fit a single tackle module alongside the obligatory propulsion module, but if a tank fitted Punisher gets in to scram range of you then it takes a lot of effort to get rid of it again.

Prior to the Inferno patch, the Punisher had a bonus to energy weapon capacitor, but not to damage, which resulted in some of the more effective setups using autocannons instead of lasers, freeing up more cap for armour repairs and other active modules at a minimal DPS loss (considering all lvl5 skills). Now a clear tradeoff can to be made between damage and cap drain, with both laser based and autocannon based fits being equally viable.

Skills

Further information about additional or recommended skills to pilot Punisher for a specific or its common role(s) can be written here.

Fitting

For more info on fittings, please click here

Tactics

Note this is all subjective, so feel free to add your own opinions. It is also not complete, so feel free to add again.

PvE fitted punishers follow the same basic pattern as all other PVE frigates: fit a minimal active tank, and afterburner, and the biggest bonused guns you can. Being rather tanky due to the resist bonuses while also doing better damage then other ammar frigates, it is the ideal beginner's ships if not for one problem: you eat cap like there is no tomorrow. To fix this, either train up your capacitor skills and controlled bursts, and/or fit a nos in your 4th highslot, fitting skills permitting. Switching to standard crystals instead of multifrequency can also help slightly if you need that one extra rep cycle, but should not relied on.

PvP fits break down first by active or passive tank. One variant of note is the laser active tanked variant, sometimes called a "bleeder" fit. These use a nos in the highslots and a massive active tank, with the aim of eliminating almost all of the incoming dps, and slowly grinding the opponent down.

Flying solo or in a small group, the aim is find a compromise between sitting at your optimal and avoiding being in your opponents optimal. For laser ships, this normally involves using scorch, and sitting close to the edge of nos or scram range depending on your fitting, which puts you outside the effective range of blaster and autocannon fitted ships. However, due to only having two mid-slots, your range advantage is lost if the opponent is able to fit a web, so pick your targets with care.

Notes

You can add notes here.