Crucifier Navy Issue
RELATED UNI-WIKI REFERENCES
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As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Crucifier is the Amarr standard EWAR frigate, with bonuses to tracking disruption effectiveness. Like the Vigil and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
Tracking disruptors work by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.
Skills
The reason is: changes due to Frontline expansion
Acceleration Control II
Afterburner III
Amarr Frigate III
Capacitor Management III
Capacitor Systems Operation III
Combat Drone Operation III
Controlled Bursts III
Drones III
Electronics Upgrades I
Electronic Warfare III
Evasive Maneuvering II
Frequency Modulation III
Fuel Conservation III
Gunnery III
Hull Upgrades III
Long Distance Jamming III
Long Range Targeting III
Mechanics III
Motion Prediction III
Navigation III
Rapid Firing III
Scout Drone Operation III
Sharpshooter III
Signature Analysis III
Small Energy Turret III
Target Management III
Weapon Disruption III
Warp Drive Operation III
Fitting
The reason is: Check to see if viable for frontline changes
Drone Link Augmentor I
Drone Link Augmentor I
Limited 1MN Microwarpdrive I
DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
Damage Control I
Nanofiber Internal Structure I
Mark I Generator Refitting: Capacitor Power Relay
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Ionic Field Projector I
Hornet EC-300 x3
Warrior I x6
Tracking Speed Disruption Script x4
Optimal Range Disruption Script x3
- These are force multipliers in a fleet. Stay far off the fight, like 50+km. No need to tech2 fit anything.
- Spread tracking disruptors among the enemy Damage Dealers. Use Optimal Range Disruption Scripts on ships that are kiting away, off of the fleet. Use Tracking Speed Disruption Scripts on ships that are in close to the fleet
- Warp off anytime you get redboxed.
- The drones are just to whore on killmails, don't worry about them.
125mm Gatling AutoCannon II, Republic Fleet EMP S
Limited 1MN Microwarpdrive I
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
Damage Control II
200mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Warrior II x6
Hornet EC-300 x3
Tracking Speed Disruption Script x4
Republic Fleet EMP S x1
Optimal Range Disruption Script x3
- Great for armor frig/dessie roams. Stay with your logi. Spread Tracking Disruptors among the enemy Damage Dealers. Use Optimal Range Disruption Scripts on ships that are kiting away, off of the fleet. Use Tracking Speed Disruption Scripts on ships that are in close to the fleet
- If fighting a turret based cruiser or larger, Tracking Speed Disruption will really mess up their day.
- Switch out the MWD for an AB if its an AB fleet.
- The autocannons are just for shooting drones/whoring on kills. Not necessary.
Tactics
The reason is: evaluate this new ship
Optimal is >110k even with low skills.
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.