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User:Miranda mclaughlin/Caldari Ships 101 Update: Difference between revisions

From EVE University Wiki
General characteristics and shield tanking.
Changed missiles, hybrid turrets, and ECM.
Line 73: Line 73:
*** Used for fleet PvP
*** Used for fleet PvP
*** Allows logistics time to save you
*** Allows logistics time to save you
----- Checkpoint -----


==== Missiles ====
==== Missiles ====
* Any damage type
* Fully selectable damage type
** Caldari missile ships often have damage bonuses specifically for kinetic missiles
** Match damage type with enemy weakness
* You don't have to worry about tracking, optimal and falloff
** Useful for PvE
** Same damage at any range
* Missiles take time to travel to target
* Damage can greatly reduced by target's speed and size
** Result is less popular usage in PvP
* Don't use capacitor to fire
* Does not use capacitor
* Very easy to use weapon system
* Damage dependent on target signature radius and speed, not angular velocity and range
* Can match damage type to enemy's weakness
* Caldari ships damage bonus usually for kinetic (scourge) missiles
** Extremely useful in PvE when you know the enemies' weaknesses going in
* Can be somewhat problematic in long range PvP due to travel time issues
* 10 second reload time


==== Hybrid turrets ====
==== Hybrid turrets ====
* Blasters for short range, railguns for long range
* Does kinetic and thermal damage
** Blasters: compared to other turrets, shortest range, highest potential DPS
* Caldari ships favor range bonus over damage bonus
** Railguns: compared to other turrets, longest range, possibly lowest DPS
** Helps offset short range of blasters
* Caldari hybrid platforms usually have range bonuses
** Makes for great sniping platforms
** Can potentially favor sniping with rails
* Blasters
** Can also be used to mitigate blasters' really short base range, however
** Highest potential dps
* Always use kinetic/thermal damage
** Very short range ofter prevents realizing this potential
* Use some capacitor to fire
** Good tracking
* Ammo is on a sliding scale from high damage/short range (Antimatter) to low damage/long range (Iron)
** T2 ammo
* T2 hybrids can use T2 ammo types as well
*** Void
** Railguns
**** Highest damage, decent range
*** Spike -- Ridiculously long range
*** Null
*** Javelin -- Close range, higher damage than regular ammo
**** Increased range, decent damage
** Blasters
* Railguns
*** Null -- Longer range than regular ammo
** Largest optimal range
*** Void -- Close range, higher damage than regular ammo
** Damage closer to beam lasers than artillery
** T2 ammo
*** Javelin
**** Increased tracking, Greatly reduced range
*** Spike
**** Greatly increased range, Greatly reduced tracking


==== ECM ====
==== ECM ====
* Caldari racial EWAR type
* Breaks all locks of target and prevents target from locking for a period of time
* Chance based -- succeeds or fails
* Chance based, pilot jamming strength vs target sensor strength
* Requires lots of attention to manage properly
* Greatly affected by bonused hulls
* If successful, prevents enemy from locking anything for duration of module cycle (usually 20 seconds)
* Race specific modules
* Can be very annoying to fight against
** Most fits use up many mid slots
** Can deter fights as other pilots don't like facing ECM
* Range second only to sensor dampening
* Does not work well on ships without a bonus to it
* Excessive amounts may prevent others from willingly fighting
** Typically fitted on specific Caldari hulls
-----
* Medium range -- longer on some ships and with good skills)
 
* Uses a lot of mid slots
* Doesn't require lots of training to get off the ground -- good role for a new pilot in a Uni warfleet


=== Caldari Ships ===
=== Caldari Ships ===