Difference between revisions of "Caracal"

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* Add Medium Core Defense Field Purger I rigs when you can afford them, these will substantially improve your tank.
 
* Add Medium Core Defense Field Purger I rigs when you can afford them, these will substantially improve your tank.
 
* Upgrade mods to Meta 1-4 or Tech 2 versions as funds and skills allow.
 
* Upgrade mods to Meta 1-4 or Tech 2 versions as funds and skills allow.
}} {{Fittings
+
}} {{Fittings
|name=Caracal, PvP solo/small gang
+
|name=Caracal, EZ-Fit PvP fleet
|high=Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II
+
|high=XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay
|mid=Experimental 10MN MicroWarpdrive<br>Large F-S9 Regolith Shield Induction<br>Warp Disruptor II<br>x5 Prototype Engine Enervator<br>Small Capacitor Booster II
+
|mid=Adaptive Invulnerability Field II<br>EM Ward Field II<br>Large Shield Extender II<br>Large F-S9 Regolith Shield Induction<br>Experimental 10MN Afterburner I
|low=Ballistic Control System II<br>Ballistic Control System II<br>Ballistic Control System II<br>Damage Control II
+
|low=Ballistic Control System II<br>Ballistic Control System II<br>Damage Control II<br>Nanofiber Internal Structure II
|charges=Caldari Navy Heavy Assault Missiles<br>Navy Cap Booster 200
+
|charges=Caldari Navy Heavy Missiles
 
|drones=Warrior Drone II X 2
 
|drones=Warrior Drone II X 2
|rigs=Medium Anti-EM Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
+
|rigs=Medium Anti-Thermal Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended1=
 
|recommended2=
 
|recommended2=
 
|recommended3=
 
|recommended3=
 
|notes=
 
|notes=
* This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements
+
* If you are tight on powergrid even with the meta mods, try putting a Power Diagnostic System or Reactor Control Unit instead of the Nanofiber Internal Structure
* Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against inties, assault frigs, etc)
+
*If you are close on CPU, consider dropping EM Hardener to Meta for 12 extra CPU
* Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
+
* Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments
* Downgrade to Meta as needed, for example meta 4 launchers are easier to fit and the damage loss isn't much if you are using faction missiles
+
}} {{Fittings
* If your Navigation skills are a little low, consider dropping a BCS for a nanofiber so you can kite more effectively
 
}} {{Fittings
 
 
|name=Caracal, PvP fleet
 
|name=Caracal, PvP fleet
 
|high=Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II
 
|high=Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II
Line 145: Line 143:
 
* Drop T2 modules to meta as required.  
 
* Drop T2 modules to meta as required.  
 
* Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments
 
* Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments
 +
}}{{Fittings
 +
|name=Caracal, PvP solo/small gang
 +
|high=Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II
 +
|mid=Experimental 10MN MicroWarpdrive<br>Large F-S9 Regolith Shield Induction<br>Warp Disruptor II<br>x5 Prototype Engine Enervator<br>Small Capacitor Booster II
 +
|low=Ballistic Control System II<br>Ballistic Control System II<br>Ballistic Control System II<br>Damage Control II
 +
|charges=Caldari Navy Heavy Assault Missiles<br>Navy Cap Booster 200
 +
|drones=Warrior Drone II X 2
 +
|rigs=Medium Anti-EM Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 +
|recommended1=
 +
|recommended2=
 +
|recommended3=
 +
|notes=
 +
* This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements
 +
* Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against inties, assault frigs, etc)
 +
* Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
 +
* Downgrade to Meta as needed, for example meta 4 launchers are easier to fit and the damage loss isn't much if you are using faction missiles
 +
* If your Navigation skills are a little low, consider dropping a BCS for a nanofiber so you can kite more effectively
 
}}
 
}}
  

Revision as of 04:24, 2 January 2013

EVE University Database
 
Ship Database
Caracal
Caracal
Caldari State
Caldari State
Standard Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of taking on frigate packs and Assault Frigates. Excellent for Level 2 PvE missions.

SHIP BONUSES

Caldari Cruiser Skill Bonus:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire per level
10% bonus to Light, Heavy Assault and Heavy Missile Velocity per level

Required Skills
  • Caldari Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Caldari Frigate IV2d 2h 17m
Training Time what's this?
2d 10h 39m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Cerberus
Cerberus.jpg
CornerT2s.png
Cerberus
Heavy Assault Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png820 MW Icon cpu.png535 tf
Icon velocity.png220 m/sec
Icon capacity.png650 m³
, 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

Ship Attributes

Fittings
Powergrid
powergrid
630 MW
CPU
cpu output
430 tf
Capacitor
capacitor
1,250 GJ
High
high slots
5
Launchers
launcher slots
5
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
230 m/s
Inertia Modifier
inertia modifier (agility)
0.46
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
7.59 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
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
57.5 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
16 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
270 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
11,910,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,700 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Caracal is an excellent choice for a level 2 mission runner because of it's ability to take on frigate packs. It can be either active or passive shield tanked. In fleets it's main role is taking on Assault Frigates and acting as a Tech 1 sniper when missile skills have been trained to extend targeting range and missile flight time.

Skills

The following are the minimum skills you need to fly this ship

  • Caldari Frigate IV
  • Caldari Cruiser II
  • Spaceship Command Level III
  • Electronics IV
  • Missile Launcher I
  • Afterburner Level I
  • High Speed Maneuvering I
  • Shield Upgrades I
  • Hull Upgrades Level I
  • Weapons Upgrades Level I
  • Launcher Rigging Level I

See Missiles#Missile_Support_Skills for information on more advanced skills.

Fitting

Template:Fittings Template:Fittings Template:FittingsTemplate:Fittings

Tactics

PvE

  • Kite the rats !! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use your afterburner to stay out of their effective range but inside your missile optimal. Train your missile skills to increase optimal.

PvP solo

  • The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along. Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later.

PvP fleet

  • Focus on enemy attack frigates and drones. Use your range to advantage. Warp out if your shields buckle and before you are down to armor

Notes

This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.