Difference between revisions of "Cruisers"
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=== Caldari === | === Caldari === | ||
* [http://wiki.eveonline.com/wiki/Blackbird Blackbird] Bonuses for ewar (ECM). Powerful in a fleet, little or no tank. Often called primary. | * [http://wiki.eveonline.com/wiki/Blackbird Blackbird] Bonuses for ewar (ECM). Powerful in a fleet, little or no tank. Often called primary. | ||
− | * [http://wiki.eveonline.com/wiki/Caracal Caracal] Missile ship. Good mission-runner. Unspectacular damage-dealer in pvp, | + | * [http://wiki.eveonline.com/wiki/Caracal Caracal] Missile ship. Good mission-runner. Unspectacular damage-dealer in pvp, has a niche role as a 'super-destroyer' with anti-frigate Assault Missile Launchers. |
* [http://wiki.eveonline.com/wiki/Moa Moa] Tanks well, designed to fight at range with railguns. | * [http://wiki.eveonline.com/wiki/Moa Moa] Tanks well, designed to fight at range with railguns. | ||
* [http://wiki.eveonline.com/wiki/Osprey Osprey] Very effective miner. Also has a logistics bonus (for shield transporters). | * [http://wiki.eveonline.com/wiki/Osprey Osprey] Very effective miner. Also has a logistics bonus (for shield transporters). |
Revision as of 10:20, 24 February 2010
T1 Cruisers
Each race has four tech 1 cruiser hulls, which fill various roles. Roles aren't always divided up the same way, though -- the Caldari Osprey has bonuses for mining and logistics, for example, while in the Gallente cruiser lineup those roles are split between two ships, the Vexor (which can also do pve and pvp combat) and the Exequror.
In pvp some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of dps to a fight. The electronic warfare cruisers can also be important in pvp, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In pvp cruisers can also fit tackle to provide some secondary tackling that's harder to scrape of than tech 1 tackling frigates.
Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
Amarr
- Arbitrator Versatile. Bonuses for Ewar (Tracking Disruptors), and drones (for mining and damage-dealing). Can be used in fleet pvp, solo pvp, and pve combat.
- Augoror Logistics (energy transfer).
- Maller Can mount a massive tank (and is often used as bait in pvp)
- Omen Respectable damage-dealer.
Caldari
- Blackbird Bonuses for ewar (ECM). Powerful in a fleet, little or no tank. Often called primary.
- Caracal Missile ship. Good mission-runner. Unspectacular damage-dealer in pvp, has a niche role as a 'super-destroyer' with anti-frigate Assault Missile Launchers.
- Moa Tanks well, designed to fight at range with railguns.
- Osprey Very effective miner. Also has a logistics bonus (for shield transporters).
Gallente
- Celestis Bonuses for ewar (sensor damps) and hybrid turrets. Can be useful in a fleet. Rarely primaried.
- Exequror Logistics (remote armor repair).
- Thorax Fast pvp gunboat, usually fits blasters. Very high dps with good skills and fitting.
- Vexor Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for pve and pvp combat, and for mining.
Minmatar
- Bellicose Bonuses for ewar (target painting) and projectile turrets. Unloved.
- Scythe Bonuses for mining lasers and logistics (tracking links). Also unloved.
- Rupture Useful in pvp and pve. Potentially very high dps, like the Thorax. Alternatively can fit a decent pve armor tank.
- Stabber Very fast skirmisher. Sees limited use in pvp and pve.
T2 Cruisers
Recons
These come in 2 varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, because they deal more damage or simply because they have better range for their electronic warfare. Their main purpose is ewar, but their uses vary from race to race.
Amarr: Drones for dps, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, Pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the Curse can neut at about 36km with recon 5 and best named/T2 neuts.
Minmatar: Extremely long-ranged webs (normal T2 reach about 40km with recon 5 without overheating) and bonuses to target painter strength. No big difference between the Huginn combat recon and the Rapier force recon, except for the cloak.
Caldari: Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game. The Rook can fit 5 missile launchers and a full flight of light drones; the Falcon can cloak, but only gets 3 guns and 2 drones.
Gallente: Bonuses to sensor dampening, and to warp disruptor/scrambler range. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with Minmatar, there's no big difference between the Arazu and the Lachesis except for the Arazu's ability to cloak.
Heavy Assault Ships
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and decent buffer.
- Cerberus: (Caldari) Does what a Drake can but at four times the cost. Better at long ranges.
- Eagle: (Caldari) Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters.
- Muninn: (Minmatar) Great sniper HAC with artillery. Performs like a better-tanked Rupture at close range.
- Vagabond: (Minmatar) Nasty damage and good tackle, quick and agile, good in a gang. Will melt quickly if locked down.
- Ishtar: (Gallente) Great tank, high damage, quite a dangerous HAC. Drone dependent, but can carry multiple flights of heavies or sentries.
- Deimos: (Gallente) Heavy tank, decent damage but slow for a HAC.
- Zealot: (Amarr) Versatile. Does well at close or sniping ranges, buffer-tanked or active-tanked, but master of none.
- Sacrilege: (Amarr) Tanks like a beast, decent damage with Heavy Assault Missiles. Active tank.
Heavy Interdictors
With the exception of some T3 cruiser setups, Heavy Interdictors ('HICs') have better tanks then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor creates, However, while the light interdictor can launch its bubble and then get out, leaving its bubble there for 2 minutes regardless, the HIC has to stay where it wants its bubble to be. Furthermore, while the bubble is up (it has a 30-second cycle time), the HIC cannot receive any type of remote support. While its normal speed remains the same, afterburners and microwarpdrives will have reduced effect. In return, the HIC's mass gets heavily reduced, so that it can get up to speed and change direction extremely fast.
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped; if the enemy starts shooting the bubbling HIC, it can drop its bubble and be repped back up again while the second HIC puts up its bubble instead.
The bubble can not be used in lowsec or highsec. But the bubble module can be loaded with a script which increases the range of the point by 50% and focuses its effect so that it acts as a normal warp disruptor with infinite strength instead of creating bubbles. Scripting the module to create this 'infinipoint' also removes all penalties caused by using it, except for the block on remote repair. These are the only ships that can, using this infinite point, tackle super-capital ships in low sec.
If you see a HIC in empire that seems to have its bubble up, don't worry: it's just a graphical bug caused by loading the grid after the point was activated. This bug has supposedly been fixed now, but you may still see it in some old videos.
- Devoter (Amarr)
- Onyx (Caldari)
- Phobos (Gallente)
- Broadsword (Minmatar)
Logistics
Each race does it a bit differently here, but overall these ships increase the survivability of a fleet in one way or another.
Gallente and Amarr repair armor, Caldari and Minmatar repair shields.
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisk (Caldari) usually use either one (Logistics V) or two (Logistics IV -- and don't fly a logistics ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots. Their reliance on energy transfer exchanges with their partners mean that these ships are especially vulnerable when jammed by ECM.
The Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on rigs, capacitor power relays and cap rechargers to keep themselves running with their extra lows and mids. However, that locally-generated capacitor energy is not enough to run as many reppers as the cap-transferring logistics ships can.
T3 Cruisers
Information on Tech 3 Cruisers can be found here: Strategic Cruiser
Faction Cruisers
- Ashimmu
- Augoror Navy Issue
- Caracal Navy Issue
- Cynabal
- Exequror Navy Issue
- Gila
- Omen Navy Issue
- Psprey Navy Issue
- Phantasm
- Scythe Fleet Issue
- Stabber Fleet Issue
- Vexor Navy Issue
- Vigilant