More actions
No edit summary |
Fae toledo (talk | contribs) m Renaming skills and modules from Standard to Light. And in few places correction to Heavy. |
||
| Line 128: | Line 128: | ||
version=PRE-RET 1.0| | version=PRE-RET 1.0| | ||
shipDNA=602:8089;4:399;1:439;1:1195;1:1539;1:11563;1:210;1::| | shipDNA=602:8089;4:399;1:439;1:1195;1:1539;1:11563;1:210;1::| | ||
skills=Caldari Frigate III</li><li>Missile Launcher Operation I</li><li>Energy Systems Operation II</li><li>Energy Management II</li><li>Energy Grid Upgrades II</li><li> | skills=Caldari Frigate III</li><li>Missile Launcher Operation I</li><li>Energy Systems Operation II</li><li>Energy Management II</li><li>Energy Grid Upgrades II</li><li>Light Missiles I</li><li>Shield Management III</li><li>Electronic Upgrades II</li><li>Engineering III | | ||
notes=This is the most basic fit for the kestrel Frigate, designed for L1 Missions. As skills/isk is gained, T1 modules may be substituted by meta modules depending on fitting skills".</li><li>The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys. }} | notes=This is the most basic fit for the kestrel Frigate, designed for L1 Missions. As skills/isk is gained, T1 modules may be substituted by meta modules depending on fitting skills".</li><li>The Kestrel relies on range and speed to survive, the shield booster is for emergencies. keep enemies at near maximum range from your missiles, activate afterburner if needed. The 4 missile launchers do decent damage and most NPC frigates will go down in 1-2 volleys. }} | ||
| Line 211: | Line 211: | ||
Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and Small Industrials. Also probably get the greatest benefit from the [http://wiki.eveonline.com/en/wiki/Target_Navigation_Prediction Target Navigation Prediction] skill as the intended targets all have small signature radii are relatively fast and have low effective hit points. | Missile ammo suitable for killing Capsules, Drones, Frigates, Destroyers and Small Industrials. Also probably get the greatest benefit from the [http://wiki.eveonline.com/en/wiki/Target_Navigation_Prediction Target Navigation Prediction] skill as the intended targets all have small signature radii are relatively fast and have low effective hit points. | ||
=== | === Light Missiles === | ||
The "guided" projectiles of the Light Missile class which can benefit from the [http://wiki.eveonline.com/en/wiki/Standard_Missiles Standard Missiles] & [http://wiki.eveonline.com/en/wiki/Standard_Missile_Specialization Standard Missile Specialization] skills. These missiles will also get the greatest benefit from [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision Guided Missile Precision] skill as it minimizes the effect from the small signature radius of ships of the intended target class(es) on the missiles damage. | The "guided" projectiles of the Light Missile class which can benefit from the [http://wiki.eveonline.com/en/wiki/Standard_Missiles Standard Missiles] & [http://wiki.eveonline.com/en/wiki/Standard_Missile_Specialization Standard Missile Specialization] skills. These missiles will also get the greatest benefit from [http://wiki.eveonline.com/en/wiki/Guided_Missile_Precision Guided Missile Precision] skill as it minimizes the effect from the small signature radius of ships of the intended target class(es) on the missiles damage. | ||
==== | ==== Light Missile Launchers ==== | ||
Generally the best fit for Frigate and Destroyer hulls and their T2 variants. [http://wiki.eveuniversity.org/Stealth_Bomber Stealth Bombers], T2 CovOps Frigates, are optimized for firing Bombs and Torpedoes and would use those launchers instead. | Generally the best fit for Frigate and Destroyer hulls and their T2 variants. [http://wiki.eveuniversity.org/Stealth_Bomber Stealth Bombers], T2 CovOps Frigates, are optimized for firing Bombs and Torpedoes and would use those launchers instead. | ||
| Line 221: | Line 221: | ||
! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU % | ! Name !! Meta !! Cost !! Cost% !! Rate !! Rate % !! # of Shots !! Shots % !! Power !! PG % !! CPU !! CPU % | ||
|- | |- | ||
|| | || Light I || 0 || .150 || - || 15.000 || - || 40 || - || 8 || - || 25 || - | ||
|- | |- | ||
|| Malkuth || 1 || ? || ? || 14.250 || 5 || 42 || 5 || 8 || 0 || 20 || 25 | || Malkuth || 1 || ? || ? || 14.250 || 5 || 42 || 5 || 8 || 0 || 20 || 25 | ||
| Line 231: | Line 231: | ||
|| Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16 | || Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16 | ||
|- | |- | ||
|| | || Light II || 5 || ? || ? || 12.000 || 20 || 53 || 33 || 9 || -13 || 28 || -12 | ||
|- | |- | ||
|| Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16 | || Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16 | ||
| Line 248: | Line 248: | ||
==== Assault Missile Launchers ==== | ==== Assault Missile Launchers ==== | ||
The exception to the light missile rule of thumb. Vastly increase power grid and increased CPU requirements make assault launchers unsuitable for loading on most frigate and destroyer hulls. Assault launchers are specifically designed for fitting on cruiser and battle cruiser class hulls and provide them with superior rates of fire and launcher capacity for | The exception to the light missile rule of thumb. Vastly increase power grid and increased CPU requirements make assault launchers unsuitable for loading on most frigate and destroyer hulls. Assault launchers are specifically designed for fitting on cruiser and battle cruiser class hulls and provide them with superior rates of fire and launcher capacity for heavy missiles. These launchers convert both Tier 1 & 2 cruiser class hulls into superior killers of drones, frigates and destroyers at the expense of vastly reduced damage to vessels of their own hull class. | ||
| Line 264: | Line 264: | ||
|| Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16 | || Arbalest || 4 || ? || ? || 12.000 || 20 || 48 || 20 || 8 || 0 || 21 || 16 | ||
|- | |- | ||
|| | || Assault II || 5 || ? || ? || 12.000 || 20 || 53 || 33 || 9 || -13 || 28 || -12 | ||
|- | |- | ||
|| Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16 | || Gallows || 6 || ? || ? || 13.500 || 10 || 40 || 0 || 7 || 13 || 21 || 16 | ||
| Line 283: | Line 283: | ||
===Rockets=== | ===Rockets=== | ||
Rockets are the short-ranged frigate-sized weapon of the missile weapon system. Rockets offer similar damage potential than | Rockets are the short-ranged frigate-sized weapon of the missile weapon system. Rockets offer similar damage potential than light missiles, but rocket launchers are easier to fit. However, this comes at the price of reduced range. | ||
====Rocket Launchers==== | ====Rocket Launchers==== | ||