Punisher
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
With its many low slots for armor tank and a bonus to armor resistances, the Punisher is known as the toughest T1 frigate around, but one that won't win any speed races. It is hampered in the tackling role by only having 2 mid slots, meaning it can only fit a single tackle module alongside the obligatory propulsion module, but if a tank fitted Punisher gets in to scram range of you then it takes a lot of effort to get rid of it again.
Prior to the Inferno patch, the Punisher had a bonus to energy weapon capacitor, but not to damage, which resulted in some of the more effective setups using autocannons instead of lasers, freeing up more cap for armour repairs and other active modules at a minimal DPS loss (considering all lvl5 skills). Now a clear tradeoff can to be made between damage and cap drain, with both laser based and autocannon based fits being equally viable.
With its damage bonus, tank bonus and 3 turrets the Punisher is a clear winner among the Amarr T1 frigates for the purpose of mission running.
Skills
Further information about additional or recommended skills to pilot Punisher for a specific or its common role(s) can be written here.
Fitting
Small Focused Modulated Pulse Energy Beam I, Multifrequency S
Small Focused Modulated Pulse Energy Beam I, Multifrequency S
Small Focused Modulated Pulse Energy Beam I, Multifrequency S
Small Focused Modulated Pulse Energy Beam I, Multifrequency S
1MN Monopropellant Enduring Afterburner
X5 Prototype Engine Enervator
Small 'Accommodation' Vestment Reconstructer I
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Heat Sink I
Type-D Restrained Capacitor Power Relay
Small Auxiliary Nano Pump I
Small Energy Locus Coordinator I
Small Energy Collision Accelerator I
Multifrequency S x1
- The tank is probably conservative for basic missions - you can always switch Platings for Heat Sinks, if you feel that you do not need that amount of tank
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
400mm Rolled Tungsten Compact Plates
Adaptive Nano Plating II
Explosive Plating II
Damage Control II
Heat Sink II
Small Anti-Thermal Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Scorch S x1
Conflagration S
- You could switch the damage control with a heat sink for a more aggressive setup
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
5MN Quad LiF Restrained Microwarpdrive
J5b Phased Prototype Warp Scrambler I
400mm Steel Plates II
Adaptive Nano Plating II
Explosive Plating II
Damage Control II
Heat Sink II
Small Anti-Thermal Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Scorch S x1
Conflagration S
Tactics
Note this is all subjective, so feel free to add your own opinions. It is also not complete, so feel free to add again.
PvE fitted punishers follow the same basic pattern as all other PVE frigates: fit a minimal active tank, and afterburner, and the biggest bonused guns you can. Being rather tanky due to the resist bonuses while also doing better damage then other ammar frigates, it is the ideal beginner's ships if not for one problem: you eat cap like there is no tomorrow. To fix this, either train up your capacitor skills and controlled bursts, and/or fit a nos in your 4th highslot, fitting skills permitting. Switching to standard crystals instead of multifrequency can also help slightly if you need that one extra rep cycle, but should not relied on.
PvP fits break down first by active or passive tank. One variant of note is the laser active tanked variant, sometimes called a "bleeder" fit. These use a nos in the highslots and a massive active tank, with the aim of eliminating almost all of the incoming dps, and slowly grinding the opponent down.
Flying solo or in a small group, the aim is find a compromise between sitting at your optimal and avoiding being in your opponents optimal. For laser ships, this normally involves using scorch, and sitting close to the edge of nos or scram range depending on your fitting, which puts you outside the effective range of blaster and autocannon fitted ships. However, due to only having two mid-slots, your range advantage is lost if the opponent is able to fit a web, so pick your targets with care.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.