Difference between revisions of "Cerberus"

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(Updated to account for the warp speed changes.)
m (Adaptive Invulnerability Field -> Multispectrum Shield Hardener)
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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.
 
*[[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.
 
*[[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.
 
*[[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.
*[[Skills:Shields#Shield Operation|Shield Operation]] and [[Skills:Shields#Shield Management|Shield Management]] should be trained to at least IV to improve shield capacity and recharge rate. While [[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]] should be trained to IV to allow the use of the T2 [[Shield_Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Adaptive Invulnerability Field|Adaptive Invulnerability Field]].
+
*[[Skills:Shields#Shield Operation|Shield Operation]] and [[Skills:Shields#Shield Management|Shield Management]] should be trained to at least IV to improve shield capacity and recharge rate. While [[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]] should be trained to IV to allow the use of the T2 [[Shield_Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Multispectrum Shield Hardener|Multispectrum Shield Hardener]].
 
*[[Skills:Shields#Shield Upgrades|Shield Upgrades]] should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].
 
*[[Skills:Shields#Shield Upgrades|Shield Upgrades]] should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].
 
*[[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]] should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].
 
*[[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]] should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].

Revision as of 15:49, 27 May 2020

EVE University Database
 
Ship Database
Cerberus
CornerT2h.png
Cerberus
Caldari State
Caldari State
Heavy Assault Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES

No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.

Developer: Lai Dai
Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.

SHIP BONUSES

Caldari Cruiser bonuses (per skill level):
5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
Heavy Assault Cruisers bonuses (per skill level):
10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max flight time
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty
• Can fit Assault Damage Controls

Required Skills
Training Time what's this?
63d 9h 37m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
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
,Caracal
Caracal.jpg
Caracal
Standard Cruisers Caracal Class
Icon hi slot.png5 (5/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png630 MW Icon cpu.png430 tf
Icon velocity.png230 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
800 MW
CPU
cpu output
520 tf
Capacitor
capacitor
1,200 GJ
High
high slots
6
Launchers
launcher slots
6
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
220 m/sec
Inertia Modifier
inertia modifier (agility)
0.463
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
8.16 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
15 m³
Drone Bandwidth
drone bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
95.00 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
24 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
282 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
12,720,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
650 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
86.25
KIN
kinetic resistance
62.5
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
2,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
80
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

The Cerberus is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang pvp work, with the hull bonus making the range on HAMs more reasonable.

The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.

Skills

Fitting

For more info on fittings, please go here

Tactics

No sub-article about Cerberus roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Cerberus here.

Patch History