Difference between revisions of "Celestis"

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m (Fixed syntax on Celestis, 5x Damp Armor Low skill)
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Targeting Range Dampening Script<br>
 
Targeting Range Dampening Script<br>
 
Antimatter Charge S
 
Antimatter Charge S
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|notes=
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* Those trying out the Celestis who have low skills and want to just test the waters can use this low price approach. Everything but the rigs is available from corporation supplies.
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* I recommend Warrior or ECM drones.
 
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Those trying out the celestis with low skills and want to just test the waters, can use this low price approach from just corporation supplies. Although the rigs have to be brought by the pilot. Warrior Is or ecm drones is what I recommend.
 
  
 
{{Fittings
 
{{Fittings
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Scan Resolution Dampening Script<br>
 
Scan Resolution Dampening Script<br>
 
Antimatter Charge S
 
Antimatter Charge S
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 +
|notes=
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* This fit makes you as big as a brick, but also makes you hard to blow up if you have logi in your fleet (estimated 47k EHP, 50k with compensation skills at V). Mostly nice for roams that sit around on gates a lot, like noobs on patrol.
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* Downgrade modules to Tech 1 Meta 0-4 based upon your individual skills and isk budget.
 
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This is like a brick, but makes you hard to blow up or if you have logi in fleet. Estimated 47k EHP. 50k with compensation skills at V. Mostly nice for roams that sit around on gates a lot, like noobs on patrol. Downgrade modules to Tech 1 Meta 0-4 based upon your individual skills and isk budget.
 
  
 
{{Fittings
 
{{Fittings
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Scan Resolution Dampening Script<br>
 
Scan Resolution Dampening Script<br>
 
Antimatter Charge S
 
Antimatter Charge S
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 +
|notes=
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* This is a good balance between tank and range. With some sensor boosters it can lock out to tornado max range, and dampen down those snipers (Locks to 121km, optimals at 114). At around 29k EHP, the tank isn't bad either.
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* Guns can be replaced with rocket launchers or whatever people want to use or can fit.
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* Instead of using a prop mod, try to learn how to make tacticals and use them to maneuver around. MWD can be fitted if going to null sec or w hole space for the bubbles. Since a lot of Uni fleets fight at gates and isn't really kiting around, if the MWD can be dropped, then drop it for more damps.
 
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This is more of a sniper. With some sensor boosters it can lock out to tornado max range, and dampen down those snipers. At around 29k EHP, the tank isn't bad either. Guns can be replaced with rocket launchers or whatever people want to use or can fit. Locks to 121km, optimals at 114. A good balance if you want a combination of tank and range. Instead of using a prop mod, try to learn how to make tacticals and use them to maneuver around. MWD can be fitted if going to null sec or w hole space for the bubbles. Since a lot of Uni fleets fight at gates and isn't really kiting around, if the MWD can be dropped, then drop it for more damps.
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{{Fittings
 
{{Fittings
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Scan Resolution Dampening Script<br>
 
Scan Resolution Dampening Script<br>
 
[Faction] Mjolnir Rocket
 
[Faction] Mjolnir Rocket
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|notes=
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* Est 181km lock range. (2 sensor boostered Tornado locks at 182.5km at 100% skills) 103 optimal, 101 fall off for damps. Helps protect a fleet against oracle and sniper BC gangs. Its' weakness is less tank for brawls on gates and only 3 damps, effectively only allowing you to cripple one sniper (maybe 2 if your damps don't miss in fall off).
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* EHP is est 27k, so can survive a few tornado alphas, especially if you use AB and get traversal up.
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* Rockets can be replaced with anything really, so long as it helps you kill drones coming after you.
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* This build flies almost like a full range blackbird. Same 1600mm plate too. Make good use of its range, and you shouldn't be hit too much. Downgrade plate if MWD is needed.
 
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Est 181km lock range. (2 sensor boostered Tornado locks at 182.5km at 100% skills) 103 optimal, 101 fall off for damps. Helps protect a fleet against oracle and sniper BC gangs. EHP is est 27k, so can survive a few tornado alphas, especially if you use AB and get traversal up. Rockets can be replaced with anything really, so long as it helps you kill drones coming after you. The weakness is less tank for brawls on gates and only 3 damps, effectively only allowing you to cripple one sniper. Maybe 2 if your damps don't miss in fall off. This build flies almost like a full range blackbird. Same 1600mm plate too. Make good use of its range, and you shouldn't be hit too much. Downgrade plate if MWD is needed.
 
  
 
==Tactics==
 
==Tactics==

Revision as of 22:29, 16 February 2013

EVE University Database
 
Ship Database
Celestis
Celestis
Gallente Federation
Gallente Federation
Standard Cruisers
Celestis Class
RELATED UNI-WIKI REFERENCES

The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.

SHIP BONUSES

Gallente Cruiser Skill Bonus:
7.5% bonus to Remote Sensor Dampener effectiveness per level
10% bonus to Remote Sensor Dampener optimal range and falloff per level

Required Skills
  • Gallente Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Gallente 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
Arazu
Arazu.jpg
CornerT2s.png
Arazu
Recon Ships Celestis Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png4 (1/3) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png750 MW Icon cpu.png420 tf
Icon velocity.png207 m/sec
Icon capacity.png315 m³
, Lachesis
Lachesis.jpg
CornerT2s.png
Lachesis
Recon Ships Celestis Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png4 (1/4) Icon mid slot.png7 Icon low slot.png4
Icon powergrid.png850 MW Icon cpu.png450 tf
Icon velocity.png220 m/sec
Icon capacity.png320 m³

Ship Attributes

Fittings
Powergrid
powergrid
575 MW
CPU
cpu output
375 tf
Capacitor
capacitor
1,300 GJ
High
high slots
3
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
5
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/s
Inertia Modifier
inertia modifier (agility)
0.505
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
9.45 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
50 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
75 km
Max Locked Targets
max. locked targets
8
Magnetometric Sensor
Magnetometric sensor strength
18 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,700 HP
Mass
ship mass
12,070,000 kg
Volume
ship volume
116,000 m³
Cargo Capacity
cargo capacity
320 m³
Armor
Armor Hitpoints
armor hitpoints
1,300 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,200 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

No summary available.

Skills

Further information about additional or recommended skills to pilot Celestis for a specific or it's common role(s) can be written here.

Fitting

Template:Fittings


Template:Fittings


Template:Fittings


Template:Fittings

Tactics

Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost their locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to relock. If you do both on the same ship, they can be made to be almost as helpless as perma jams from falcon. Sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logi. Less useful against snipers but still good against brawlers that like to be up in your face. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.

The celestis is somewhat of an easier ship to fly than the blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows. You have good tank and lots of damps, while also able to be flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. People with projectile, blaster, and missile skills can fit their favorite weapons without much problems.

Some experimentation may let us see whether a kiting celestis that can fly with a kiting gang could be usable or not, by not fitting armor plates but an active tank. ASB or active armor. Probably not. Ewar boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on grid BMs.

The fits don't have drones yet. There's a lot of options there. When going against kiting gangs, warrior IIs and ecm drones. Try to get the medium EC drones if you can fit them in the drone bay. Those EC drones can break the lock of tacklers or other people you somehow allowed to get in range of you, and then you damp their resolution so they are mostly rendered crippled and ineffective.

Notes

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