Difference between revisions of "Crane"

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  * SHIP ATTRIBUTES SECTION (last update : 11/4/2014)
 
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  | variations={{Ship|Badger}}
 
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  | tech=2
 
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  | ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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  | ecmprio=0
 
  | powergrid=125 MW
 
  | powergrid=125 MW
 
  | cpu=285 tf
 
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  | volume=195,000 m&#179;
 
  | volume=195,000 m&#179;
 
  | cargohold=4,300 m&#179;
 
  | cargohold=4,300 m&#179;
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  | dronebay=0 m&#179;
 
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  | bandwidth=0 Mbit/sec
 
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  | info=Name: Crane<br>Hull: Badger Class<br>Role: Transport<br>Developer: Kaalakiota<br><br>Blockade runner transports are the fastest type of industrial available.  Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
 
  | info=Name: Crane<br>Hull: Badger Class<br>Role: Transport<br>Developer: Kaalakiota<br><br>Blockade runner transports are the fastest type of industrial available.  Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
  | bonuses=<b>Caldari Industrial bonuses (per skill level):</b><br>5% bonus to ship cargo capacity<br>5% bonus to ship max velocity<br><b>Transport Ships bonuses (per skill level):</b><br>5% bonus to warp speed and warp acceleration<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br>&bull;&nbsp;Immune to all Cargo Scanners<br>
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  | bonuses=<b>Caldari Industrial bonuses (per skill level):</b><br>5% bonus to ship cargo capacity<br>5% bonus to ship max velocity<br><b>Transport Ships bonuses (per skill level):</b><br>5% bonus to warp speed and warp acceleration<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br>&bull;&nbsp;Immune to all Cargo Scanners<br>90% reduction to effective distance traveled for jump fatigue<br>
 
  | structurehp=1,900 HP
 
  | structurehp=1,900 HP
 
  | shieldhp=2,100 HP
 
  | shieldhp=2,100 HP
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  | totaltraintime=29d 20h 23m 20s
 
  | totaltraintime=29d 20h 23m 20s
| forumlinks=
 
| wikireferences=
 
 
  | externallinks=[http://wiki.eveonline.com/en/wiki/Crane Crane on Eve Online Wiki]
 
  | externallinks=[http://wiki.eveonline.com/en/wiki/Crane Crane on Eve Online Wiki]
 
  | highlights1=Can Use Covert Ops Cloak
 
  | highlights1=Can Use Covert Ops Cloak
| highlights2=
 
| highlights3=
 
| highlights4=
 
 
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Revision as of 07:03, 5 November 2014

EVE University Database
 
Ship Database
Crane
CornerT2h.png
Crane
Caldari State
Caldari State
Transport Ships
Badger Class
Highlight
Can Use Covert Ops Cloak
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Name: Crane
Hull: Badger Class
Role: Transport
Developer: Kaalakiota

Blockade runner transports are the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.

SHIP BONUSES

Caldari Industrial bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Transport Ships bonuses (per skill level):
5% bonus to warp speed and warp acceleration
20% reduction in Cloaking Devices CPU requirement
Role Bonus:
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds
• Immune to all Cargo Scanners
90% reduction to effective distance traveled for jump fatigue

Required Skills
Training Time what's this?
29d 20h 23m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Badger
Badger.jpg
Badger
Haulers Badger Class
Icon hi slot.png2 (1/1) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png185 MW Icon cpu.png380 tf
Icon velocity.png127 m/sec
Icon capacity.png3,900 m³

Ship Attributes

Fittings
Powergrid
powergrid
125 MW
CPU
cpu output
285 tf
Capacitor
capacitor
1,300 GJ
High
high slots
2
Launchers
launcher slots
1
Turrets
turret slots
0
Medium
medium slots
4
Low
low slots
2
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
160 m/sec
Inertia Modifier
inertia modifier (agility)
0.51
Warp Speed
inertia modifier (agility)
6 AU/s
Base Time to Warp
base time to warp
7.78 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
45.00 km
Max Locked Targets
max. locked targets
2
Gravimetric Sensor
Gravimetric sensor strength
17 points
Sig. Radius
signature radius
115 m
Scan Res.
scan resolution
225 mm
Structure
Structure Hitpoints
structure hitpoints
1,900 HP
Mass
ship mass
11,000,000 kg
Volume
ship volume
195,000 m³
Cargo Capacity
cargo capacity
4,300 m³
Armor
Armor Hitpoints
armor hitpoints
1,000 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
2,100 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
80
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

Very useful for hauling trips into dangerous space, blockade runners are effectively industrial covops ships; difficult to catch except by warp bubbles. For this added speed and security they sacrifice durability and cargo space.

Skills

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

Fitting

Cruiser carrier
Crane: Cruiser carrier
EFT
[Crane, Cruiser carrier]
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Expanded Cargohold II
Expanded Cargohold II

Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I



Core Scanner Probe I x8

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with Evasive Maneuvering V).
  • It warps at a good 6.3 au/s (with low skills) and a brisk 7.5 au/s at Transport Ships V.
  • The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
  • In order to reach 10,000m3 cargo, you must fit two Tech 2 expanded cargoholds and one Tech 1 cargo rig.
  • The Polycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with Transport Ships V).
  • The Crane is tight on powergrid, and needs Power Grid Management V to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
  • The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
  • The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
Fast transport
Crane: Fast transport
EFT
[Crane, Fast transport]
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Medium Cargohold Optimization I
Medium Hyperspatial Velocity Optimizer I



Core Scanner Probe I x8

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • This is a fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with Evasive Maneuvering V and Spaceship Command V). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train Acceleration Control and Navigation to get this even higher).
  • It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at Transport Ships V.
  • The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
  • Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.
  • You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.
  • The Crane is tight on powergrid, and needs Power Grid Management V to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
  • The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
  • The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).


Tactics

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

Notes

You can write additional notes for Crane here.