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Crucifier: Difference between revisions

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==Tactics==
==Tactics==
Optimal is >110k even with low skills.
New Crucifier pilots should read the [[Electronic_warfare#EWAR_Tactics|Tactics section of the UniWiki’s EWAR guide]], and attend an [[Electronic Warfare 101]] practical exercise; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:


Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
* '''Warp into an engagement after your fleetmates.''' If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers.


Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
* '''Know your operating range, and keep that distance from your opponents.''' Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.


Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
* ‘’’Use the right disruptors, and the right scripts, on the right targets.’’’ One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The [Ship_type_quick_reference|[UniWiki ship quick reference]] can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.


Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
* '''If you get into trouble, warp away.''' Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.


:”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.
More information on EWAR tactics, and specifically on weapon disruption, is available in the [[Electronic Warfare|EWAR Guide]].


==Notes==
==Notes==