Difference between revisions of "Cerberus"

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(Update for Version 20.10 2022-11-08.1 "Uprising". Replace Skill: links with {{Sk}}. Add {{Cleanup}}.)
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{{Cleanup|The validity of the [[#Summary]] and [[#Skills]] sections needs to be verified because of the Version 20.10 "Uprising" update.}}
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  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 2019-10-15)
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  * SHIP ATTRIBUTES SECTION (last update : 2022-10-08)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * on editing the attributes, please make sure that you don't
 
  * on editing the attributes, please make sure that you don't
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  | faction=Caldari State
 
  | faction=Caldari State
 
  | race=Caldari
 
  | race=Caldari
  | variations={{Ship|Caracal Navy Issue}},{{Ship|Caracal}}
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  | variations={{Ship|Caracal Navy Issue}}, {{Ship|Caracal}}
 
  | tech=2
 
  | tech=2
 
  | ecmprio=2
 
  | ecmprio=2
  | powergrid=800 MW
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  | powergrid= 820 MW
  | cpu=520 tf
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  | cpu= 535 tf
 
  | capacitor=1,200 GJ
 
  | capacitor=1,200 GJ
 
  | highs=6
 
  | highs=6
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  | dronebay=15 m&#179;
 
  | dronebay=15 m&#179;
 
  | bandwidth=15 Mbit/sec
 
  | bandwidth=15 Mbit/sec
  | info=No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover. <br><br>Developer: Lai Dai <br>Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.
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  | info= No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.
  | bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max flight time<br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Assault Damage Controls<br>
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Developer: Lai Dai <br>Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.
 +
  | bonuses=<b>Heavy Assault Cruisers bonuses (per skill level):</b><br>
 +
7.5% bonus to Shield Booster amount<br>
 +
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher Rate of Fire<br>
 +
<b>Caldari Cruiser bonuses (per skill level):</b><br>
 +
5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>
 +
20% bonus to Heavy Assault Missile max velocity<br>
 +
<b>Role Bonus:</b><br>
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&bull;&nbsp;Can fit Assault Damage Controls
 
  | structurehp=1,400 HP
 
  | structurehp=1,400 HP
 
  | shieldhp=2,000 HP
 
  | shieldhp=2,000 HP
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  | warpspeed=4.5 AU/s
 
  | warpspeed=4.5 AU/s
 
  | warptime=8.16 s
 
  | warptime=8.16 s
  | targetrange=95.00 km
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  | targetrange= 60 km
 
  | sigradius=135 m
 
  | sigradius=135 m
 
  | maxlockedtargets=6
 
  | maxlockedtargets=6
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==Summary==
 
==Summary==
The '''Cerberus''' is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang pvp work, with the hull bonus making the range on HAMs more reasonable.
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The '''Cerberus''' is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang PvP work, with the hull bonus making the range on HAMs more reasonable.
Fit with Rapid light launchers, this monster becomes a definative anti-tackle "flyswatter", especially paired with webs and/or target painter support.
+
Fit with Rapid light launchers, this monster becomes a definitive anti-tackle "flyswatter", especially paired with webs and/or target painter support.
  
 
The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.
 
The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.
  
 
==Skills==
 
==Skills==
*[[Skills:Spaceship Command#Heavy_Assault_Cruisers|Heavy Assault Cruisers]] to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.
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* {{Sk|Heavy Assault Cruisers}} to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.
*[[Skills:Missiles#Heavy Missiles|Heavy Missiles]] V, [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]] V, and [[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]] to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.
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* {{Sk|Heavy Missiles|V}}, {{Sk|Heavy Assault Missiles|V}}, and {{Sk|Heavy Missile Specialization}}/{{Sk|Heavy Assault Missile Specialization}} to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.
*[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|Warhead Upgrades]], skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
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* {{Sk|Missile Launcher Operation}}, {{Sk|Rapid Launch}}, {{Sk|Warhead Upgrades}}, skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
*Along with the requisite [[Skills:Engineering#Power Grid Management|Power Grid Management]] and [[Skills:Engineering#CPU Management|CPU Management]] skills required for adequately fitting most ships. [[Skills:Engineering#Weapon Upgrades|Weapon Upgrades]] and [[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]] should be trained to V and IV respectively to help alleviate fitting problems.
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* Along with the requisite {{Sk|Power Grid Management}} and {{Sk|CPU Management}} skills required for adequately fitting most ships. {{Sk|Weapon Upgrades}} and {{Sk|Advanced Weapon Upgrades}} should be trained to V and IV respectively to help alleviate fitting problems.
*[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]] and [[Skills:Electronic_Systems#Target Painting|Target Painting]] to at least IV to combat smaller targets and gain access to the T2 [[Target Painter]] module.
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* {{Sk|Guided Missile Precision}}, {{Sk|Target Navigation Prediction}} and {{Sk|Target Painting}} to at least IV to combat smaller targets and gain access to the T2 [[Target Painter]] module.
*[[Skills:Missiles#Missile Projection|Missile Projection]] and [[Skills:Missiles#Missile Bombardment|Missile Bombardment]] to at least IV and ideally V to maximize the range at which all missiles travel.
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* {{Sk|Missile Projection}} and {{Sk|Missile Bombardment}} to at least IV and ideally V to maximize the range at which all missiles travel.
*[[Skills:Shields#Shield Operation|Shield Operation]] and [[Skills:Shields#Shield Management|Shield Management]] should be trained to at least IV to improve shield capacity and recharge rate. While [[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]] should be trained to IV to allow the use of the T2 [[Shield_Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Multispectrum Shield Hardener|Multispectrum Shield Hardener]].
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* {{Sk|Shield Operation}} and {{Sk|Shield Management}} should be trained to at least IV to improve shield capacity and recharge rate. While {{Sk|Tactical Shield Manipulation}} should be trained to IV to allow the use of the T2 [[Shield_Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Multispectrum Shield Hardener|Multispectrum Shield Hardener]].
*[[Skills:Shields#Shield Upgrades|Shield Upgrades]] should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].
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* {{Sk|Shield Upgrades}} should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].
*[[Skills:Shields#EM Shield Compensation|EM Shield Compensation]], [[Skills:Shields#Thermal Shield Compensation|Thermal Shield Compensation]], [[Skills:Shields#Kinetic Shield Compensation|Kinetic Shield Compensation]], and [[Skills:Shields#Explosive Shield Compensation|Explosive Shield Compensation]] should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].
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* {{Sk|EM Shield Compensation}}, {{Sk|Thermal Shield Compensation}}, {{Sk|Kinetic Shield Compensation}}, and {{Sk|Explosive Shield Compensation}} should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].
*Finally, [[Skills:Armor#Hull Upgrades|Hull Upgrades]] should be trained to level IV to allow use of the T2 [[Shield_Tanking#Damage_Control|Damage Control]] module.
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* Finally, {{Sk|Hull Upgrades}} should be trained to level IV to allow use of the T2 [[Shield_Tanking#Damage_Control|Damage Control]] module.
  
 
==Tactics==
 
==Tactics==
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==Patch History==
 
==Patch History==
{{Expansion past|
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{{Expansion past
 +
|'''2022-11-08''' Version 20.10 [https://www.eveonline.com/news/view/patch-notes-version-20-10#ships Patch notes] [https://www.eveonline.com/news/view/uprising-expansion-now-live News: Uprising Expansion]
 +
* Heavy Assault Cruiser rebalance
 +
*# Reduce heavy HAC dominance in fleet combat which has persisted since their 2017 balance pass.
 +
*# Make room for other ship types to step into the spotlight, such as battleships.
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*# Not nerf HACs into oblivion - find and retain healthy use-cases.
 +
*# Maintain HAC identity as a high-damage / heavy tank ship option.
 +
 
 
'''19.01 Release - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes])
 
'''19.01 Release - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes])
 
* MWD bloom bonus removed from heavy assault cruisers.  
 
* MWD bloom bonus removed from heavy assault cruisers.  

Revision as of 10:50, 9 November 2022

This article should be cleaned up or improved.
The reason is: The validity of the #Summary and #Skills sections needs to be verified because of the Version 20.10 "Uprising" update.


EVE University Database
 
Ship Database
Cerberus
CornerT2h.png
Cerberus
Caldari State
Caldari State
Heavy Assault Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES

No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.

Developer: Lai Dai
Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.

SHIP BONUSES

Heavy Assault Cruisers bonuses (per skill level):
7.5% bonus to Shield Booster amount
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher Rate of Fire
Caldari Cruiser bonuses (per skill level):
5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
20% bonus to Heavy Assault Missile max velocity
Role Bonus:
• Can fit Assault Damage Controls

Required Skills
Training Time what's this?
63d 9h 37m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Caracal Navy Issue
Caracal Navy Issue.jpg
CornerTFs.png
Caracal Navy Issue
Faction Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png6 Icon low slot.png3
Icon powergrid.png900 MW Icon cpu.png465 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³
, Caracal
Caracal.jpg
Caracal
Standard Cruisers Caracal Class
Icon hi slot.png5 (5/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png630 MW Icon cpu.png430 tf
Icon velocity.png230 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
820 MW
CPU
cpu output
535 tf
Capacitor
capacitor
1,200 GJ
High
high slots
6
Launchers
launcher slots
6
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
220 m/sec
Inertia Modifier
inertia modifier (agility)
0.463
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
8.16 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
Drone Capacity
drone capacity
15 m³
Drone Bandwidth
drone bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
60 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
24 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
282 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
12,720,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
650 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
86.25
KIN
kinetic resistance
62.5
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
2,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
80
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

The Cerberus is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang PvP work, with the hull bonus making the range on HAMs more reasonable. Fit with Rapid light launchers, this monster becomes a definitive anti-tackle "flyswatter", especially paired with webs and/or target painter support.

The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.

Skills

Tactics

No sub-article about Cerberus roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Cerberus here.

Patch History