Difference between revisions of "Raptor"
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|faction=Caldari State | |faction=Caldari State | ||
|race=Caldari | |race=Caldari | ||
− | |roles= | + | |roles=Fleet Interceptor |
|variations={{Ship|Condor}}, {{Ship|Crow}} | |variations={{Ship|Condor}}, {{Ship|Crow}} | ||
|tech=2 | |tech=2 | ||
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**Spaceship Command III<small>4h 26m</small> | **Spaceship Command III<small>4h 26m</small> | ||
**Evasive Maneuvering V<small>11d 20h 26m</small> | **Evasive Maneuvering V<small>11d 20h 26m</small> | ||
− | |totaltraintime=23d 22h | + | ***Navigation II<small>47m</small> |
+ | |totaltraintime=23d 22h 40m | ||
|forumlinks= | |forumlinks= |
Revision as of 16:05, 8 September 2013
RELATED UNI-WIKI REFERENCES
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Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. SHIP BONUSES
Caldari Frigate Skill Bonus:
Ship Attributes
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Summary
The Raptor is a much derided interceptor. It has less powergrid than the other fleet interceptors, making it more difficult to fit. It is bonused towards railguns, which are useless against drones, which are the main enemy of tacklers. Finally, it is slow for a fleet interceptor.
Skills
Further information about additional or recommended skills to pilot Raptor for a specific or it's common role(s) can be written here.
Fitting
Experimental TE-2100 Light Missile Launcher
Experimental TE-2100 Light Missile Launcher
Upgraded 1MN Microwarpdrive I
Sensor Booster II
Warp Disruptor II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Capacitor Power Relay II
Small Targeting System Subcontroller I
Small Targeting System Subcontroller I
Scan Resolution Script x1
Mjolnir Light Missile x1
- This fit is pretty fragile, can't really tank anything with decent guns. Good for gatecamps or other fleets where quick locking is important and other tackle will be available soon.
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Limited 1MN Microwarpdrive I
Medium Shield Extender II
Warp Disruptor II
Micro Auxiliary Power Core I
Damage Control II
Overdrive Injector System II
Small Ionic Field Projector I
Small Polycarbon Engine Housing I
Republic Fleet EMP S x1000
- Interceptors 4
- Eligible for E-Uni Ship Replacement Program.
- Interceptors 4 will give you a 28.8km point before overheating. With Interceptors 5 and overheat, you can point at 36 km.
- The MSE will give you the chance to survive making mistakes on your orbits (EHP is 4990 with all skills at level V, before any boost). For gate-camp situations, a Sensor Booster may be substituted (but you lose eligibility to the Ship Replacement Program).
- Use the guns to shoot off drones that attack you or get on extra kill mails. DPS is only 65 with EMP, so don't expect to kill anything significant by yourself.
- Fast ship (4250 m/s, and 6070 m/s with the MWD on overheat). Good agility (align time is 3.9 s with MWD on).
Tactics
No sub-article about Raptor roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Raptor here.