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Celestis: Difference between revisions

From EVE University Wiki
Corrected Training times
m Fitting: AB armour tanked ships don't kite
Line 261: Line 261:
shipDNA=633:7487;3:5302;5:2048;1:6295;1:11269;2:20353;1:31011;1:31300;2:222;1:29013;5:29015;5::|
shipDNA=633:7487;3:5302;5:2048;1:6295;1:11269;2:20353;1:31011;1:31300;2:222;1:29013;5:29015;5::|
skills=|
skills=|
notes=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.</li><li>Guns can be replaced with rocket launchers or whatever people want to use or can fit.</li><li>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.}}     {{ShipFitting|
notes=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.</li><li>Guns can be replaced with rocket launchers or whatever people want to use or can fit.</li><li>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.}}
ship=Celestis|
 
shipTypeID=633|
fitName=AB Kiting Full Range|
fitID=AB-Kiting-Full-Range|
high1name=Rocket Launcher II|
high1typeID=10631|
high2name=Rocket Launcher II|
high2typeID=10631|
high3name=Rocket Launcher II|
high3typeID=10631|
mid1name=Experimental 10MN Afterburner I|
mid1typeID=6005|
mid2name=Sensor Booster II|
mid2typeID=1952|
mid3name=Phased Muon Sensor Disruptor I|
mid3typeID=5302|
mid4name=Phased Muon Sensor Disruptor I|
mid4typeID=5302|
mid5name=Phased Muon Sensor Disruptor I|
mid5typeID=5302|
low1name=Damage Control II|
low1typeID=2048|
low2name=Energized Adaptive Nano Membrane II|
low2typeID=11269|
low3name=Energized Adaptive Nano Membrane II|
low3typeID=11269|
low4name=1600mm Reinforced Steel Plates II|
low4typeID=20353|
low5name=Type-D Attenuation Signal Augmentation|
low5typeID=6295|
drone1name=open|
drone2name=open|
drone3name=open|
drone4name=open|
drone5name=open|
charge1name=Targeting Range Script x1|
charge1typeID=29009|
charge2name=Targeting Range Dampening Script x3|
charge2typeID=29015|
charge3name=Scan Resolution Dampening Script x3|
charge3typeID=29013|
charge4name=Caldari Navy Mjolnir Rocket x1|
charge4typeID=27321|
charge5name=open|
rig1name=Medium Particle Dispersion Projector I|
rig1typeID=31300|
rig2name=Medium Particle Dispersion Projector I|
rig2typeID=31300|
rig3name=Medium Particle Dispersion Projector I|
rig3typeID=31300|
difficulty=2|
warsop=A|
warsopReason=|
version=RET 1.0|
shipDNA=633:10631;3:1952;1:5302;3:6005;1:2048;1:6295;1:11269;2:20353;1:31300;3:27321;1:29009;1:29013;3:29015;3::|
skills=|
notes=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).</li><li>EHP is est 27k, so can survive a few tornado alphas, especially if you use AB and get traversal up.</li><li>Rockets can be replaced with anything really, so long as it helps you kill drones coming after you.</li><li>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==
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.
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.