Difference between revisions of "Destroyers"

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== Interdictors ==
 
== Interdictors ==
  
Interdictors are Tech 2 Destroyers. These are near-useless in highsec and lowsec, but they play a key role in nullsec. They launch warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe: inside that field, nothing can warp, no matter how many [[WCS|stabs]] they fit. Anyone trying to warp to a spot within 150km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is both in line with the two objects that the ship is warping between, and on grid with the destination object. Interdictors and HICs ([[Cruiser#Heavy Interdictors|Heavy Interdictors]]) are the only ships that can tackle Titans and Motherships.
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Interdictors are Tech 2 Destroyers. These are near-useless in highsec and lowsec, but they play a key role in nullsec. They launch warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe: inside that field, nothing can warp, no matter how many [[WCS|stabs]] they fit. Anyone trying to warp to a spot within 150km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is both in line with the two objects that the ship is warping between, and on grid with the destination object. A tech 3 cruiser fitted with the Interdiction Nullifier subsystem will however not be affected by any kind of bubbles. Interdictors and HICs ([[Cruiser#Heavy Interdictors|Heavy Interdictors]]) are the only ships that can tackle Titans and Motherships.
  
 
Bubbles cannot be used in lowsec or highsec space.
 
Bubbles cannot be used in lowsec or highsec space.

Revision as of 18:13, 14 March 2012

Destroyers are larger than ships than frigates, but they still mount the same small-sized modules that frigates use. The Tech 1 destroyers are good at killing frigates and at salvaging, while the only Tech 2 destroyers, Interdictors, can deploy bubbles which stop everyone from warping.

T1 Destroyers

With numerous highslots, and role bonuses to turrets' tracking and optimal range, Tech 1 destroyers are designed specifically to destroy frigates. All destroyers fit direct damage turrets rather than missiles, though they may have a derisory spare missile launcher hardpoint.

Destroyer hulls move more more slowly than frigates and have larger signature radii, making them nearly as easy to hit as cruisers. However, their cramped slot arrangements, powergrid and CPU mean that they can't mount cruiser-sized tanks and are consequently fragile for their size.

These characteristics limit destroyers' uses in PvP, but they have niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters. In PvE they are ideal ships for completing Level 1 combat missions very quickly, and with forethought and good piloting they can complete many Level 2 missions (though for newer players a properly-fitted cruiser is probably a more suitable tool).

Most destroyers have the CPU to fit up to six mining lasers, in order to function as an adequate starter mining vessel -- while naturally inferior to the majority of dedicated mining ships, a mining laser-fitted destroyer can still serve as an asset to a mining gang when the pilot can fly nothing better.

Finally, destroyers are also superb salvaging ships because of their many highslots. Salvaging destroyers commonly fit a full highslot rack split between equal numbers of Salvagers and Tractor Beams, with a propulsion module and some Cap Rechargers in the midslots, and as many Expanded Cargoholds as possible in the lowslots. Fitted like this, a Tech 1 destroyer is a suitable salvager for missions up to and including Level 3s, or even some Level 4s if the pilot is willing to make multiple trips to and from the nearest station.

Each race has only one destroyer class ship.

  • Amarr: Coercer: Bonuses to tracking and turret cap usage.
  • Caldari: Cormorant: Bonuses to tracking and turret optimal range; can 'snipe' at surprisingly long ranges with Tech 2 ammo.
  • Gallente: Catalyst: Bonuses to tracking and turret falloff range; possibly the best salvaging destroyer, and certainly the one with the highest potential cargo hold after accounting for rigs and expanders.
  • Minmatar: Thrasher: Bonuses to tracking and turret damage; amazing alpha strike when fitted with artillery.

Interdictors

Interdictors are Tech 2 Destroyers. These are near-useless in highsec and lowsec, but they play a key role in nullsec. They launch warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe: inside that field, nothing can warp, no matter how many stabs they fit. Anyone trying to warp to a spot within 150km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is both in line with the two objects that the ship is warping between, and on grid with the destination object. A tech 3 cruiser fitted with the Interdiction Nullifier subsystem will however not be affected by any kind of bubbles. Interdictors and HICs (Heavy Interdictors) are the only ships that can tackle Titans and Motherships.

Bubbles cannot be used in lowsec or highsec space.