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| ==Fitting== | | ==Fitting== |
− | {{Fittings | + | {{:Cormorant/Fittings/Basic}} |
− | |name=Cormorant, Salvager
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− | |high=Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Salvager I <br> Salvager I <br> Salvager I <br> Salvager I
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− | |mid=1MN MicroWarpdrive I <br> Cap Recharger II <br> Cap Recharger II <br> Cap Recharger II
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− | |low=Expanded Cargohold II
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− | |charges=
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− | |drones=
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− | |rigs=Small Salvage Tackle I <br> Small Salvage Tackle I <br> Small Salvage Tackle I
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− | |recommended1= Afterburner III <br> Destroyers I <br> High Speed Maneuvering I <br> Navigation III <br>
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− | |recommended2= Armor Rigging I <br> Energy Grid Upgrades III <br> Jury Rigging III <br> Salvaging I
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− | |recommended3= Caldari Frigate III <br> Hull Upgrades II <br> Mechanic III <br> Science III
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− | |notes=
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− | *With one Expanded Cargohold it will hold enough to clear up virtually all L1 and L2 missions in a single trip. For bigger missions you might have to make multiple trips. Alternatively, you can place all the loot and salvage into a jetcan and come back to pick it up in an industrial.
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− | *With the Cap Rechargers you shouldn't have problem with cap even under intense use. Even if it runs out of cap, it should regenerate very quickly.
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− | *Remember that you cannot use MicroWarpdrive in deadspace but there is a trick to it. As you progress through the mission, make bookmarks on one wreck in each room. When you return to your agent and report in, you can use the bookmarks to return to the wrecks with deadspace gone.
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− | }} | |
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| ==Tactics== | | ==Tactics== |
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle.
SHIP BONUSES
Destroyer Skill Bonus: 10% bonus to Small Hybrid Turret tracking speed per level 10% bonus to Small Hybrid Turret optimal range per level Role Bonuses: 50% bonus to optimal range for small hybrid turrets
Required Skills
- Caldari Frigate III8h 53m
- Destroyers I16m
- Spaceship Command III4h 26m
Training Time what's this?0d 13h 45m
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Grouping
▪ Variations Flycatcher
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High Amount of High Slots
63 MW 290 tf
315 m/sec
450 m³
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Ship Attributes
Fittings |
High 8
Launchers 1
Turrets 7
Rig
3
small
Calibration 400
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Navigation |
Base Time to Warp 6.26 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.
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Drones |
Drone Bandwidth 0 Mbit/sec
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Targeting |
Gravimetric Sensor 12 points
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Structure |
Structure Hitpoints 677 HP
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Armor |
Armor Hitpoints 688 HP
Armor Resistances
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Shields |
Shield Capacity 860 HP
Shield Resistances
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Summary
The Cormorant is the caldari t1 destroyer. Its bonuses favor railguns, but it can be blaster fit if you like. The cormorant has many mid slots, which allows tackle gear and/or a shield tank. Of note is that the Cormorant's hull bonus to optimal range and the destroyer role bonus to optimal range gives it a spectacular range increase for railguns, such that it can be used as a poor man's anti-frigate sniper. Besides this niche role though the cormorant has little use in PvP. The Cormorant is however a very capable level 1 mission runner, but lacks the tank for most level 2s.
Skills
Further information about additional or recommended skills to pilot Cormorant for a specific or it's common role(s) can be written here.
Fitting
Cormorant/Fittings/Basic
Tactics
No sub-article about Cormorant roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Cormorant here.
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