Development Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
Developer: Lai Dai
Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.
SHIP BONUSES
Caldari Frigate bonuses (per skill level): 20% bonus to ECM Target Jammer strength 10% reduction in ECM Target Jammer activation cost Electronic Attack Ships bonuses (per skill level): 15% bonus to ECM Target Jammer optimal range 5% bonus to ship capacitor capacity
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
. Unlike the Griffin, it has a range bonus to its jammers as well as jam strength, allowing it to operate from further out and make jams more likely to land.
Despite these advantages, there is still debate as to whether the Kitsune is really worth it over a
. The Blackbird has similar jam range, a considerably stronger tank, a longer base targeting range, and is a fifth of the price. The Kitsune also requires at least one targeting range mod in order to jam at a similar range to the Griffin and Blackbird. The Kitsune's main advantages are its speed, agility and fast lock time for getting first jam.
Skills
Further information about additional or recommended skills to pilot Kitsune for a specific or it's common role(s) can be written here.