Difference between revisions of "Caracal"

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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 10/15/2019)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/misstype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=621
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| shipimg=Caracal.jpg
|shipid=621
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| shipname=Caracal
|shipimg=Caracal.jpg
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| caption=Caracal
|shipname=Caracal
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| class=Cruiser
|caption=Caracal
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| grouping=Standard Cruisers
|class=Cruiser
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| hulltype=Caracal Class
|grouping=Standard Cruisers
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| faction=Caldari State
|hulltype=Caracal Class
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| race=Caldari
|faction=Caldari State
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| roles=unspecified
|race=Caldari
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| variations={{Ship|Cerberus}},{{Ship|Caracal Navy Issue}}
|roles=unspecified
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| tech=
|variations={{Ship|Cerberus}}, {{Ship|Caracal Navy Issue}}
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| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| powergrid=630 MW
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| cpu=430 tf
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| capacitor=1,250 GJ
|powergrid=630 MW
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| highs=5
|cpu=430 tf
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| turrets=0
|capacitor=1,250 GJ
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| launchers=5
|highs=5
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| mediums=5
|turrets=0
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| lows=4
|launchers=5
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| mass=11,910,000 kg
|mediums=5
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| volume=92,000 m&#179;
|lows=4
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| cargohold=450 m&#179;
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| extrahold=
|mass=11,910,000 kg
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| extraholdtype=
|volume=92,000 m&#179;
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| dronebay=10 m&#179;
|cargohold=450 m&#179;
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| bandwidth=10 Mbit/sec
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| info=The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.
|dronebay=10 m&#179;
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| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity<br>
|bandwidth=10 Mbit/sec
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| structurehp=1,400 HP
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| shieldhp=1,700 HP
|info=The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of taking on frigate packs and Assault Frigates. Excellent for Level 2 PvE missions.
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| shieldem=0
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| shieldexp=50
|bonuses=<b>Caldari Cruiser Skill Bonus:</b><br>5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire per level<br>10% bonus to Light, Heavy Assault and Heavy Missile Velocity per level
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| shieldkin=40
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| shieldtherm=20
|structurehp=1,400 HP
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| armorhp=1,200 HP
|shieldhp=1,700 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
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| armorem=50
|armorhp=1,200 HP |armorem=50 |armorexp=10 |armorkin=25 |armortherm=45
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| armorexp=10
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| armorkin=25
|maxvelocity=230 m/s
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| armortherm=45
|inertia=0.46
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| maxvelocity=230 m/sec
|warpspeed=3 AU/s
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| inertia=0.47
|warptime=7.59 s
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| warpspeed=4 AU/s
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| warptime=7.76 s
|targetrange=57.5 km
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| targetrange=57.50 km
|sigradius=125 m
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| sigradius=125 m
|maxlockedtargets=6
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| maxlockedtargets=6
|sensortype=Gravimetric
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| sensortype=Gravimetric
|sensorvalue=16 points
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| sensorvalue=16 points
|scanres=270 mm
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| scanres=270 mm
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| reqskills=*{{RequiredSkill|Caldari Cruiser|I}}
|reqskills=*Caldari Cruiser II<small>3h 55m</small>
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**{{RequiredSkill|Spaceship Command|II}}
**Spaceship Command III<small>4h 26m</small>
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**{{RequiredSkill|Caldari Destroyer|III}}
**Caldari Frigate IV<small>2d 2h 17m</small>
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***{{RequiredSkill|Caldari Frigate|III}}
|totaltraintime=2d 10h 39m
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****{{RequiredSkill|Spaceship Command|I}}
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Caracal Caracal on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
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| totaltraintime=19h 15m 30s
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| forumlinks=
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| wikireferences=
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| externallinks=
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| highlights1=
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| highlights2=
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| highlights3=
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| highlights4=
 
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==Summary==
 
==Summary==
The Caracal is an excellent choice for a level 2 mission runner because of it's ability to take on frigate packs. It can be either active or passive shield tanked. In fleets it's main role is taking on Assault Frigates and acting as a Tech 1 sniper when missile skills have been trained to extend targeting range and missile flight time.
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The Caracal is an excellent choice for a level 2 mission runner because of its ability to take on frigate packs. It can be either active or passive shield tanked. In fleets its main role is either going to be simple DD, or anti frigate, depending on how you fit it out.
 +
 
 +
With the changes to Heavy Assault Missiles (HAM) and Cruisers, the Caracal is a great solo/small gang kiting ship.
  
 
==Skills==
 
==Skills==
The following are the minimum skills you need to fly this ship
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*'''[[Skills:Spaceship Command#Caldari_Cruiser|Caldari Cruiser]]''' should be trained to at least IV to take advantage of the DPS and range buffs that come with each additional skill level.
* Caldari Frigate IV
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*'''[[Skills:Missiles#Heavy Missiles|Heavy Missiles]], [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]]''', and  '''[[Skills:Missiles#Light_Missiles|Light Missiles]]''' to V. '''[[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]], [[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]]''', and '''[[Skills:Missiles#Light_Missile_Specialization|Light Missile Specialization]]''' to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with providing the ability to use T2 ammo types.
* Caldari Cruiser II
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*'''[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|Warhead Upgrades]]''', skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
* Spaceship Command Level III
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*Along with the requisite '''[[Skills:Engineering#Power Grid Management|Power Grid Management]]''' and '''[[Skills:Engineering#CPU Management|CPU Management]]''' skills required for adequately fitting most ships. '''[[Skills:Engineering#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems.
* Electronics IV
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*'''[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronic_Systems#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module. (Do note, however, that the Target Painter II is generally considered inferior to the meta 4 variation, the Phased Weapon Navigation Array Generation Extron, as the T2 has exactly the same range and effect, but a higher cap usage and fitting requirement than the meta 4 and is often more expensive).
* Missile Launcher I
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*'''[[Skills:Missiles#Missile Projection|Missile Projection]]''' and '''[[Skills:Missiles#Missile Bombardment|Missile Bombardment]]''' to at least IV and ideally V to maximize the range at which all missiles travel.
* Afterburner Level I
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*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]], [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]], and [[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 10m<sup>3</sup> drone bay as possible.
* High Speed Maneuvering I
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*'''[[Skills:Shields#Shield Operation|Shield Operation]], [[Skills:Shields#Shield Management|Shield Management]]''', and '''[[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]]''' should be trained to at least IV to improve shield capacity, recharge rate and impenetrability.
* Shield Upgrades I
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*'''[[Skills:Shields#Shield Upgrades|Shield Upgrades]]''' should be trained to IV to allow the use of T2 '''[[Shield_Tanking#Shield_Hardeners|Shield Hardeners]]''' and '''[[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]]'''.
* Hull Upgrades Level I
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*'''[[Skills:Shields#EM Shield Compensation|EM Shield Compensation]], [[Skills:Shields#Thermal Shield Compensation|Thermal Shield Compensation]], [[Skills:Shields#Kinetic Shield Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Shields#Explosive Shield Compensation|Explosive Shield Compensation]]''' trained to level IV to further improve shield resistance bonuses from passive shield resistance amplifiers.
* Weapons Upgrades Level I
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*Finally, '''[[Skills:Armor#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.
* Launcher Rigging Level I
 
 
 
See [[Missiles#Missile_Support_Skills]] for information on more advanced skills.
 
  
==Fitting==
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==Fittings==
{{Fittings
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For more info on fittings, please go [[Caracal/Fittings|here]]
|name=Caracal, Budget PvE fitting
 
|high=Rapid Light Missile Launcher I<br>Rapid Light Missile Launcher I<br>Rapid Light Missile Launcher I<br>Rapid Light Missile Launcher I<br>Rapid Light Missile Launcher I
 
|mid=Large Shield Extender I<br>Large Shield Extender I<br>Thermic Dissipation Field I<br>Kinetic Deflection Field I<br>10MN Afterburner I
 
|low=Ballistic Control System I<br>Ballistic Control System I<br>Shield Power Relay I<br>Shield Power Relay I
 
|charges=Scourge Light Missile
 
|drones=Hobgoblin I x 2
 
|rigs=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
* Change the shield hardeners to match the damage types dealt by the mission rats.
 
* Add Medium Core Defense Field Purger I rigs when you can afford them, these will substantially improve your tank.
 
* Upgrade mods to Meta 1-4 or Tech 2 versions as funds and skills allow.
 
}} {{Fittings
 
|name=Caracal, EZ-Fit PvP fleet
 
|high=XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay<br>XR-3200 Heavy Missile Bay
 
|mid=Adaptive Invulnerability Field II<br>EM Ward Field II<br>Large Shield Extender II<br>Large F-S9 Regolith Shield Induction<br>Experimental 10MN Afterburner I
 
|low=Ballistic Control System II<br>Ballistic Control System II<br>Damage Control II<br>Nanofiber Internal Structure II
 
|charges=Caldari Navy Heavy Missiles
 
|drones=Warrior Drone II X 2
 
|rigs=Medium Anti-Thermal Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
* If you are tight on powergrid even with the meta mods, try putting a Power Diagnostic System or Reactor Control Unit instead of the Nanofiber Internal Structure
 
*If you are close on CPU, consider dropping EM Hardener to Meta for 12 extra CPU
 
* Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments
 
}} {{Fittings
 
|name=Caracal, PvP fleet
 
|high=Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II
 
|mid=Adaptive Invulnerability Field II<br>EM Ward Field II<br>Large Shield Extender II<br>Large Shield Extender II<br>10MN Afterburner II
 
|low=Ballistic Control System II<br>Ballistic Control System II<br>Damage Control II<br>Nanofiber Internal Structure II
 
|charges=Caldari Navy Heavy Missiles
 
|drones=Warrior Drone II X 2
 
|rigs=Medium Anti-Thermal Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
* Drop T2 modules to meta as required.
 
* Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments
 
}}{{Fittings
 
|name=Caracal, PvP solo/small gang
 
|high=Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II
 
|mid=Experimental 10MN MicroWarpdrive I<br>Large F-S9 Regolith Shield Induction<br>Warp Disruptor II<br>x5 Prototype Engine Enervator<br>Small Capacitor Booster II
 
|low=Ballistic Control System II<br>Ballistic Control System II<br>Ballistic Control System II<br>Damage Control II
 
|charges=Caldari Navy Heavy Assault Missiles<br>Navy Cap Booster 200
 
|drones=Warrior Drone II X 2
 
|rigs=Medium Anti-EM Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
* This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements
 
* Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against inties, assault frigs, etc)
 
* Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
 
* Downgrade to Meta as needed, for example meta 4 launchers are easier to fit and the damage loss isn't much if you are using faction missiles
 
* If your Navigation skills are a little low, consider dropping a BCS for a nanofiber so you can kite more effectively
 
}}{{Fittings
 
|name=Caracal, EZ-Fit PvP solo/small gang
 
|high='Arbalest' Heavy Assault Missile Launcher I<br>'Arbalest' Heavy Assault Missile Launcher I<br>'Arbalest' Heavy Assault Missile Launcher I<br>'Arbalest' Heavy Assault Missile Launcher I<br>'Arbalest' Heavy Assault Missile Launcher I
 
|mid=Experimental 10MN MicroWarpdrive I<br>Large F-S9 Regolith Shield Induction<br>Warp Disruptor II<br>x5 Prototype Engine Enervator<br>Small Capacitor Booster II
 
|low=Ballistic Control System II<br>Ballistic Control System II<br>Mark I Generator Refitting: Diagnostic System<br>Damage Control II
 
|charges=Caldari Navy Heavy Assault Missiles<br>Navy Cap Booster 200
 
|drones=Warrior Drone II X 2
 
|rigs=Medium Anti-EM Screen Reinforcer I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
* This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements
 
* Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against inties, assault frigs, etc)
 
* Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
 
* If your Navigation skills are a little low, consider dropping a BCS for a nanofiber, or depending on your skills, possibly the PDS.
 
* Not recommended, but you can drop DCU for nanofiber if you would like more speed/agility.
 
* Depending on your fitting skills and missile skills, you might even be able to fit a T2 LSE instead of the meta one with the PDS. This will be tankier, although you should avoid getting caught in the first place if possible
 
}}
 
  
 
==Tactics==
 
==Tactics==
 
PvE
 
PvE
* Kite the rats !! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use your afterburner to stay out of their effective range but inside your missile optimal. Train your missile skills to increase optimal.
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* Kite any rats! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates, then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use an afterburner to stay out of the rats' effective range but inside your missile's optimal. Train your missile skills to increase optimal.
  
 
PvP solo
 
PvP solo
* The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along. Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later.
+
* The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks, it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically, you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.  
 +
* Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.
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 +
PvP fleet (Large)
 +
* If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones (if necessary). If you intend to target enemy interceptors, you will require more levels of Caldari Cruiser and/or Missile Projection, as the base speed of light missiles is too low for them to catch up with an interceptor.  Both of those skills increase your missile velocity (while piloting a Caracal).  A missile velocity of over 5000m/s should allow them to catch up with most interceptors.
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* If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.
  
PvP fleet
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Small Gang
* Focus on enemy attack frigates and drones. Use your range to advantage. Warp out if your shields buckle and before you are down to armor
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* If you are kiting, small gang tactics are going to be pretty similar to solo tactics, except that you will likely want to burn in the same direction and be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that you can try out. For instance: 2-5 Caracals, 1 Bellicose. In this example, the Caracals apply DPS while the Bellicose supports them with Target Painters and help tackle.
  
 
==Notes==
 
==Notes==
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
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''You can add notes here.''
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 +
==Patch History==
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{{Expansion past|
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'''October 2019 Release - 2019-10-15.1'''
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 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
 
 +
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
 +
}}
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Cruisers]]
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[[Category:Ship Database]][[Category:Standard Cruisers]]
[[Category:WikiContest]]
 

Revision as of 23:46, 15 October 2019

EVE University Database
 
Ship Database
Caracal
Caracal
Caldari State
Caldari State
Standard Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.

SHIP BONUSES

Caldari Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Cerberus
Cerberus.jpg
CornerT2s.png
Cerberus
Heavy Assault Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png820 MW Icon cpu.png535 tf
Icon velocity.png220 m/sec
Icon capacity.png650 m³
,Caracal Navy Issue
Caracal Navy Issue.jpg
CornerTFs.png
Caracal Navy Issue
Faction Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png6 Icon low slot.png3
Icon powergrid.png900 MW Icon cpu.png465 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
630 MW
CPU
cpu output
430 tf
Capacitor
capacitor
1,250 GJ
High
high slots
5
Launchers
launcher slots
5
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
230 m/sec
Inertia Modifier
inertia modifier (agility)
0.47
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
7.76 s
what's this?
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.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
57.50 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
16 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
270 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
11,910,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,700 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Caracal is an excellent choice for a level 2 mission runner because of its ability to take on frigate packs. It can be either active or passive shield tanked. In fleets its main role is either going to be simple DD, or anti frigate, depending on how you fit it out.

With the changes to Heavy Assault Missiles (HAM) and Cruisers, the Caracal is a great solo/small gang kiting ship.

Skills

Fittings

For more info on fittings, please go here

Tactics

PvE

  • Kite any rats! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates, then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use an afterburner to stay out of the rats' effective range but inside your missile's optimal. Train your missile skills to increase optimal.

PvP solo

  • The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks, it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically, you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.
  • Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.

PvP fleet (Large)

  • If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones (if necessary). If you intend to target enemy interceptors, you will require more levels of Caldari Cruiser and/or Missile Projection, as the base speed of light missiles is too low for them to catch up with an interceptor. Both of those skills increase your missile velocity (while piloting a Caracal). A missile velocity of over 5000m/s should allow them to catch up with most interceptors.
  • If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.

Small Gang

  • If you are kiting, small gang tactics are going to be pretty similar to solo tactics, except that you will likely want to burn in the same direction and be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that you can try out. For instance: 2-5 Caracals, 1 Bellicose. In this example, the Caracals apply DPS while the Bellicose supports them with Target Painters and help tackle.

Notes

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Patch History