Difference between revisions of "Claw"

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==Fitting==
 
==Fitting==
{{ShipFitting|
+
For more info on fittings, please click [[Ares/Fittings|here]]
ship=Claw|
 
shipTypeID=11196|
 
fitName=Arty Claw|
 
fitID=Arty-Claw|
 
high1name=280mm Howitzer Artillery II|
 
high1typeID=2977|
 
high2name=280mm Howitzer Artillery II|
 
high2typeID=2977|
 
high3name=280mm Howitzer Artillery II|
 
high3typeID=2977|
 
high4name=open|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=Faint Warp Disruptor I|
 
mid2typeID=5403|
 
low1name=Gyrostabilizer II|
 
low1typeID=519|
 
low2name=Tracking Enhancer II|
 
low2typeID=1999|
 
low3name=Nanofiber Internal Structure II|
 
low3typeID=2605|
 
low4name=Internal Force Field Array I|
 
low4typeID=5839|
 
charge1name=Republic Fleet Phased Plasma S x1|
 
charge1typeID=21924|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Projectile Collision Accelerator I|
 
rig1typeID=31680|
 
rig2name=Small Ionic Field Projector I|
 
rig2typeID=31274|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=11196:2977;3:5403;1:5973;1:519;1:1999;1:2605;1:5839;1:31274;1:31680;1:21924;1::|
 
skills=|
 
notes=An arty kiting Claw. The power grid as shown is tight without good fitting skills (AWU 5); the howitzers can be downgraded to 250mm variants to avoid this issue. There are a range of options for the low slots; AAR active rep tanks are a common option, along with various combinations of tracking enhancers, gyrostabs, and ODs. </li><li>With all skills at V, the Claw shown here moves at 4456 m/s (6459 with heat), has 2.9K EHP, aligns in 2.6 s with prop mod off, and can target out to 35 km for cases where Tremor might be used. The cap is stable. DPS with faction ammo is 136 with a volley of 940.}}{{ShipFitting|
 
ship=Claw|
 
shipTypeID=11196|
 
fitName=Tackle Killer|
 
fitID=Tackle-Killer|
 
high1name=200mm AutoCannon II|
 
high1typeID=2889|
 
high2name=200mm AutoCannon II|
 
high2typeID=2889|
 
high3name=200mm AutoCannon II|
 
high3typeID=2889|
 
high4name=open|
 
mid1name=Faint Epsilon Warp Scrambler I|
 
mid1typeID=5443|
 
mid2name=Limited 1MN Microwarpdrive I|
 
mid2typeID=5973|
 
low1name=Pseudoelectron Containment Field I|
 
low1typeID=5837|
 
low2name=Gyrostabilizer II|
 
low2typeID=519|
 
low3name=Overdrive Injector System II|
 
low3typeID=1236|
 
low4name=Overdrive Injector System II|
 
low4typeID=1236|
 
charge1name=Republic Fleet Phased Plasma S x1|
 
charge1typeID=21924|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Projectile Collision Accelerator I|
 
rig1typeID=31680|
 
rig2name=Small Projectile Burst Aerator I|
 
rig2typeID=31668|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=11196:2889;3:5443;1:5973;1:519;1:1236;2:5837;1:31668;1:31680;1:21924;1::|
 
skills=|
 
notes=This is a very lightly tanked Claw designed to chase down tacklers and burn them quickly. This fit takes advantage of the Claw's speed but has a minimal tank.</li><li>With all skills at V, this ship will move at 5010 m/s before overheating (7145 with heat). DPS is around 185 with faction ammo, and align time with MWD off is 3.3s. The tank is extremely thin, only 2.96k EHP. }}
 
  
 
==Tactics==
 
==Tactics==

Revision as of 20:18, 15 April 2016

EVE University Database
 
Ship Database
Claw
CornerT2h.png
Claw
Minmatar Republic
Minmatar Republic
Interceptors
Slasher Class
Highlight
Fast Target Locking Time
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Name: Claw
Hull: Slasher Class
Role: Interceptor

Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Boundless Creation

The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.

SHIP BONUSES

Minmatar Frigate bonuses (per skill level):
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed
Interceptors bonuses (per skill level):
15% reduction in Microwarpdrive signature radius penalty
5% bonus to Small Projectile Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
• Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor

Required Skills
Training Time what's this?
23d 22h 40m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Stiletto
Stiletto.jpg
CornerT2s.png
Stiletto
Interceptors Slasher Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png3 (1/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png30 MW Icon cpu.png150 tf
Icon velocity.png435 m/sec
Icon capacity.png92 m³
,Slasher
Slasher.jpg
Slasher
Standard Frigates Slasher Class
Icon hi slot.png4 (0/3) Icon mid slot.png4 Icon low slot.png2
Icon powergrid.png36 MW Icon cpu.png140 tf
Icon velocity.png430 m/s
Icon capacity.png120 m³

Ship Attributes

Fittings
Powergrid
powergrid
45 MW
CPU
cpu output
125 tf
Capacitor
capacitor
285 GJ
High
high slots
4
Launchers
launcher slots
1
Turrets
turret slots
3
Medium
medium slots
2
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
480 m/sec
Inertia Modifier
inertia modifier (agility)
3.15
Warp Speed
inertia modifier (agility)
8 AU/s
Base Time to Warp
base time to warp
4.8 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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
22.50 km
Max Locked Targets
max. locked targets
5
LADAR Sensor
LADAR sensor strength
9 points
Sig. Radius
signature radius
30 m
Scan Res.
scan resolution
1,000 mm
Structure
Structure Hitpoints
structure hitpoints
475 HP
Mass
ship mass
1,100,000 kg
Volume
ship volume
17,400 m³
Cargo Capacity
cargo capacity
94 m³
Armor
Armor Hitpoints
armor hitpoints
500 HP
Armor Resistances
EM
electromagnetic resistance
70
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
325 HP
Shield Resistances
EM
electromagnetic resistance
10
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Like the Crusader with its 4 highs and 4 lows the Claw is built for speed and/or damage dealing. It has only 2 mid slots, limiting its ability to tackle. The fitting requirements and poor tracking of artillery mean the Claw is normally fit with autocannons, but as an interceptor it is rather fragile to be used as a brawler unless equipped with an armor plate, which does not play to the Claw's strengths as an interceptor - speed and agility. A kiting fit with a Warp Disruptor and Barrage is possible, but not really the best ship at this role (see Crusader or Slicer).

All in all, while the Claw's mix of high firepower with high speed might appeal, it is a fragile combination. However, if you beef up the tank with a plate you'll probably find a Jaguar or Wolf a better choice for what you're trying to do.

Skills

Further information about additional or recommended skills to pilot Claw for a specific or it's common role(s) can be written here.

Fitting

For more info on fittings, please click here

Tactics

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

Notes

You can write additional notes for Claw here.