Difference between revisions of "Corax"

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==Summary==
 
==Summary==
The Corax is the Caldari destroyer introduced in the [http://www.eveonline.com/retribution/ Retribution] expansion. New Caldari players who enjoyed the missile-centric playstyle of the [[Kestrel]] now have the option of flying a destroyer-class missileboat on their way to piloting a [[Caracal]], rather than being forced into the Gunnery-based [[Cormorant]].
 
  
As a ship, the Corax functions quite well as a sniper, with its large number of high slots. Since it has a small, fragile tank, it functions best engaging enemies at ranges greater than 20Km. By keeping enemies at range and using its nimble body to its full advantage, a competent Corax pilot should have no trouble running L1s and most L2s. This same philosophy has made the Corax a fearsome PvP destroyer, able to kite most ships with relative ease.
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New Caldari players who enjoyed the missile-centric playstyle of the [[Kestrel]] have the option of flying a destroyer-class missile boat on their way to piloting a [[Caracal]], rather than being forced into the turret-toting [[Cormorant]]. With its range bonus and a bonus to explosion velocity that helps its missiles apply damage to small, fast targets, the Corax can threaten most frigates, from long ranges.
  
The Corax can be flown effectively with very low skill points and with minimum investment in the {{sk|Missile Launcher Operation}} skill tree. As such, it serves as an effective introduction to the missile play-style for both new players and veterans looking to explore a different way of playing. However, for PvP it is generally ignored in favour of the [[Talwar]], as it lacks the reduction to MWD signature bloom of its rival.
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==Skills==
  
==Skills==
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Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Corax is quite forgiving. Basic [[fitting skills]] and [[support skills]] are desirable. {{sk|Missile Bombardment}} and {{sk|Missile Projection}} increase missile ranges and synergize well with the Corax's strengths.
''Further information about additional or recommended skills to pilot Corax for a specific or it's common role(s) can be written here.''
 
  
 
==Tactics==
 
==Tactics==
''No sub-article about Corax roles or piloting tactics. You can write them here.''
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The Corax's range bonuses push it towards mid- and long-range engagements. With honed skills and Tech 2 equipment, it can be fitted to project around 150 DPS at around 70 km, though this DPS will be delayed by missile travel time, and the Corax will have no way to [[Tackling|pin]] its targets in place on its own.
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In PvP the Corax has some niche uses as a cheap long-ranged missile ship. It lacks the high speed and MWD signature reduction of its rival the [[Talwar]], and does not tend to be favoured for close-range or mobile work.
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In PvE combat, the Corax can make short work of Level 1 missions, and can even attempt some Level 2s, though a [[Caracal]] will be a good step up for those. Pilots should remember that the ship has a bonus for kinetic missile damage.
  
 
==Notes==
 
==Notes==

Revision as of 00:49, 22 November 2021

EVE University Database
 
Ship Database
Corax
Corax
Caldari State
Caldari State
Standard Destroyers
Corax Class
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Corax adheres to the well-established Caldari design philosophy that there is strength in numbers, and that the messages sent to an enemy should be strong and unequivocal. This applies equally to peace talks as it does to actual engagements on the battlefield - there should be no doubt in the strength of Caldari spirit, nor in the fact that when one blow has been struck, others are going to follow.

As such, the Corax does not pepper its opponents with pellets from a gun, nor does it toast them with continuous beams of light. Instead, it delivers strong, hard-hitting payloads at a pace that's not only steady, but rapid enough to rock its targets and knock them off-balance.

SHIP BONUSES

Caldari Destroyer bonuses (per skill level):
5% bonus to kinetic Light Missile and Rocket damage
10% bonus to Light Missile and Rocket explosion velocity
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

Required Skills
Training Time what's this?
9h 18m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Stork
Stork.jpg
CornerT2s.png
Stork
Command Destroyers Corax Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngCan fit a Micro Jump Field Generator
Icon hi slot.png6 (5/0) Icon mid slot.png6 Icon low slot.png2
Icon powergrid.png63 MW Icon cpu.png280 tf
Icon velocity.png335 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
53 MW
CPU
cpu output
210 tf
Capacitor
capacitor
500 GJ
High
high slots
7
Launchers
launcher slots
7
Turrets
turret slots
0
Medium
medium slots
4
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
235 m/sec
Inertia Modifier
inertia modifier (agility)
2.7
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
6.55 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
45.00 km
Max Locked Targets
max. locked targets
7
Gravimetric Sensor
Gravimetric sensor strength
12 points
Sig. Radius
signature radius
69 m
Scan Res.
scan resolution
475 mm
Structure
Structure Hitpoints
structure hitpoints
750 HP
Mass
ship mass
1,750,000 kg
Volume
ship volume
52,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
750 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

New Caldari players who enjoyed the missile-centric playstyle of the Kestrel have the option of flying a destroyer-class missile boat on their way to piloting a Caracal, rather than being forced into the turret-toting Cormorant. With its range bonus and a bonus to explosion velocity that helps its missiles apply damage to small, fast targets, the Corax can threaten most frigates, from long ranges.

Skills

Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Corax is quite forgiving. Basic fitting skills and support skills are desirable. Missile Bombardment and Missile Projection increase missile ranges and synergize well with the Corax's strengths.

Tactics

The Corax's range bonuses push it towards mid- and long-range engagements. With honed skills and Tech 2 equipment, it can be fitted to project around 150 DPS at around 70 km, though this DPS will be delayed by missile travel time, and the Corax will have no way to pin its targets in place on its own.

In PvP the Corax has some niche uses as a cheap long-ranged missile ship. It lacks the high speed and MWD signature reduction of its rival the Talwar, and does not tend to be favoured for close-range or mobile work.

In PvE combat, the Corax can make short work of Level 1 missions, and can even attempt some Level 2s, though a Caracal will be a good step up for those. Pilots should remember that the ship has a bonus for kinetic missile damage.

Notes

Corax is part of the scientific name for the common raven, corvus corax; it was a Latin word meaning "raven", and was borrowed into Latin from ancient Greek.

Patch History