Difference between revisions of "Crucifier Navy Issue"
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[[Category:Ship Database]][[Category:Faction Frigates]] | [[Category:Ship Database]][[Category:Faction Frigates]] |
Revision as of 18:27, 9 August 2020
RELATED UNI-WIKI REFERENCES
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As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Crucifier Navy Issue (CNI) is the Amarr faction EWAR frigate, and is a heavier, more combat-oriented version of the Crucifier. When CCP introduced navy faction EWAR frigates in December 2015, the ships were intended to bring electronic warfare tactics into solo and small-gang combat. The CNI has bonuses that should work well in close-range combat. Like the Crucifier, the CNI has a bonus to weapon disruption effectiveness, which allows it to escape damage from turrets or missiles; and it has a bonus to small laser damage, which helps its two fitted lasers do the damage of four. The ship also has enough CPU, powergrid, and mid slots to fit a warp scrambler and stasis webifier, which allows the ship to be flown as a close-range brawler. (Weapons disruptors fitted to the CNI have a 85% range penalty, which limits them to short engagement distances anyway.)
Strategically, however, the CNI doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, which is not enough to mitigate damage from opponents with small turrets or rockets; the Tech I Crucifier is much better at weapon disruption. The CNI is slower than other tackling frigates, so it has a tough time keeping up with kiting opponents, even when it manages to get into webbing range. And even with the bonus to laser damage, the fact that the CNI can only fit two lasers means that its DPS is not great. Solo, there isn't a lot that a CNI can handle. And in most small gangs, a Crucifier or a Sentinel would make a better partner. The CNI can do okay as second tackle against cruiser and battlecruiser targets, but light drones will take the CNI tackler out quickly.
Skills
The CNI demands good Navigation skills to speed up its slow base speed, EWAR skills to improve weapons disruption performance, and energy turret skills to reduce the capacitor and fitting demand of fitted weapons.
Fitting
Small Energy Nosferatu II
Small Focused Pulse Laser II
Small Focused Pulse Laser II
Tracking Disruptor II
Warp Scrambler II
Stasis Webifier II
1MN Afterburner II
Heat Sink II
Small Ancillary Armor Repairer
Damage Control II
Small Transverse Bulkhead II
Small Transverse Bulkhead II
Small Transverse Bulkhead II
Warrior II x2
Optimal Range Disruption Script x1
Guidance Disruptor II x1
Missile Range Disruption Script x1
Missile Precision Disruption Script x1
Small Ghoul Compact Energy Nosferatu
Small Focused Beam Laser II
Small Focused Beam Laser II
Tracking Disruptor II
Stasis Webifier II
Warp Scrambler II
1MN Afterburner II
Damage Control II
Energized Adaptive Nano Membrane II
Small Ancillary Armor Repairer
Small Trimark Armor Pump I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Warrior II x2
Acolyte II x2
Gleam S x2
Aurora S x2
Imperial Navy Multifrequency L x2
Nanite Repair Paste x1
Tactics
The Crucifier Navy Issue (CNI) is typically fit with pulse lasers, which have short optimal ranges, and the CNI's role "bonus" limits the range of the ship's tracking disruptors. As a result, the CNI has a very short engagement range. The ship works best as second tackle—as a tackler that can apply scram and web to a target that has already been pointed by the first tackle. But because the CNI isn't very fast, the best way for it to get into tackle range is to warp in to the first tackle. If you find yourself unable to fly into the fight, you might need to warp out to a tactical bookmark and warp back in again.
Once you are within scram range, activate scram and web, and send out your two drones. Be judicious about activating your lasers, however. If your opponent has sent drones after you, target those before attacking the opposing ship. If the opponent is applying medium-sized neuts, don't run your lasers at all, in order to conserve capacitor.