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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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | <onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | ||
<!----------------------------------------------------------- | <!----------------------------------------------------------- | ||
− | * SHIP ATTRIBUTES SECTION (last update : | + | * 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}} | + | | variations={{Ship|Caracal Navy Issue}}, {{Ship|Caracal}} |
| tech=2 | | tech=2 | ||
| ecmprio=2 | | ecmprio=2 | ||
− | | powergrid= | + | | powergrid= 820 MW |
− | | cpu= | + | | cpu= 535 tf |
| capacitor=1,200 GJ | | capacitor=1,200 GJ | ||
| highs=6 | | highs=6 | ||
Line 32: | Line 34: | ||
| dronebay=15 m³ | | dronebay=15 m³ | ||
| 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. | + | | 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> | + | |
+ | 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> | ||
+ | • 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= | + | | targetrange= 60 km |
| sigradius=135 m | | sigradius=135 m | ||
| maxlockedtargets=6 | | maxlockedtargets=6 | ||
Line 79: | Line 90: | ||
==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 | + | 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 | + | 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== | ||
− | * | + | * {{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. |
− | * | + | * {{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. |
− | * | + | * {{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 | + | * 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. |
− | * | + | * {{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. |
− | * | + | * {{Sk|Missile Projection}} and {{Sk|Missile Bombardment}} to at least IV and ideally V to maximize the range at which all missiles travel. |
− | * | + | * {{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]]. |
− | * | + | * {{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]]. |
− | * | + | * {{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, | + | * 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| | + | {{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. | ||
+ | *# 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
The reason is: The validity of the #Summary and #Skills sections needs to be verified because of the Version 20.10 "Uprising" update.
RELATED UNI-WIKI REFERENCES
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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 SHIP BONUSES
Heavy Assault Cruisers bonuses (per skill level):
Ship Attributes
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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
- 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.
- Heavy Missiles V, Heavy Assault Missiles V, and Heavy 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.
- Missile Launcher Operation, Rapid Launch, 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 Power Grid Management and CPU Management skills required for adequately fitting most ships. Weapon Upgrades and Advanced Weapon Upgrades should be trained to V and IV respectively to help alleviate fitting problems.
- Guided Missile Precision, Target Navigation Prediction and Target Painting to at least IV to combat smaller targets and gain access to the T2 Target Painter module.
- Missile Projection and Missile Bombardment to at least IV and ideally V to maximize the range at which all missiles travel.
- Shield Operation and Shield Management should be trained to at least IV to improve shield capacity and recharge rate. While Tactical Shield Manipulation should be trained to IV to allow the use of the T2 Shield Hardening modules as well as the T2 Multispectrum Shield Hardener.
- Shield Upgrades should be trained to IV to allow the use of T2 Shield Hardeners, Resistance Amplifiers, Shield Boosters, Shield Power Relays, Shield Extenders and Shield Rechargers.
- EM Shield Compensation, Thermal Shield Compensation, Kinetic Shield Compensation, and Explosive Shield Compensation should be trained to level IV if using the Shield Resistance Amplifiers.
- Finally, Hull Upgrades should be trained to level IV to allow use of the T2 Damage Control module.
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
A long, long time ago... |
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2022-11-08 Version 20.10 Patch notes News: Uprising Expansion
19.01 Release - 2020-2-23 - "Bastions of War" update (Patch Notes)
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
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