Difference between revisions of "Crucifier Navy Issue"

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==Tactics==
 
==Tactics==
 
{{Cleanup| evaluate this new ship}}
 
{{Cleanup| evaluate this new ship}}
Optimal is >110k even with low skills.
 
 
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
 
  
 
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
 
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
 
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
 
 
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
 
 
  
 
==Notes==
 
==Notes==

Revision as of 06:06, 13 January 2016

This page should be updated due to game changes.
Reason: Frostline


EVE University Database
 
Ship Database
Crucifier Navy Issue
CornerTFh.png
Crucifier Navy Issue
Amarr Empire
Amarr Empire
Faction Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES

As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need.

The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer use first and traditional navy use second. It combines powerful laser systems with overwhelming weapon disruption at close ranges, designed to meet the realities of capsuleer combat in the contested low security regions where the Empire's borders are in most need of bolstering.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
7.5% bonus to Tracking Disruptor effectiveness
20% bonus to Small Energy Turret damage
Misc. Bonus
-85% penalty to Weapon Disruptor optimal range and falloff
-85% reduction to Weapon Disruptor activation cost and CPU requirements

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crucifier
Crucifier.jpg
Crucifier
Standard Frigates Crucifier Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png27 MW Icon cpu.png235 tf
Icon velocity.png350 m/sec
Icon capacity.png265 m³
, Sentinel
Sentinel.jpg
CornerT2s.png
Sentinel
Electronic Attack Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png195 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
42 MW
CPU
cpu output
160 tf
Capacitor
capacitor
500 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
340 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
20 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
14 points
Sig. Radius
signature radius
38 m
Scan Res.
scan resolution
540 mm
Structure
Structure Hitpoints
structure hitpoints
525 HP
Mass
ship mass
1,064,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
265 m³
Armor
Armor Hitpoints
armor hitpoints
700 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
375 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Crucifier is the Amarr standard EWAR frigate, with bonuses to tracking disruption effectiveness. Like the Vigil and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.

Tracking disruptors work by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.

Skills

This article should be cleaned up or improved.
The reason is: changes due to Frontline expansion

Acceleration Control II
Afterburner III
Amarr Frigate III
Capacitor Management III
Capacitor Systems Operation III
Combat Drone Operation III
Controlled Bursts III
Drones III
Electronics Upgrades I
Electronic Warfare III
Evasive Maneuvering II
Frequency Modulation III
Fuel Conservation III
Gunnery III
Hull Upgrades III
Long Distance Jamming III
Long Range Targeting III
Mechanics III
Motion Prediction III
Navigation III
Rapid Firing III
Scout Drone Operation III
Sharpshooter III
Signature Analysis III
Small Energy Turret III
Target Management III
Weapon Disruption III
Warp Drive Operation III

Fitting

SAAR brawl
Crucifier Navy Issue: SAAR brawl
EFT
[Crucifier Navy Issue, SAAR brawl]
Small Focused Beam Laser II, Gleam S
Small Focused Beam Laser II, Gleam S
Small Ghoul Compact Energy Nosferatu

1MN Afterburner II
Fleeting Progressive Warp Scrambler I
Stasis Webifier II
Balmer Series Compact Tracking Disruptor I

Small Ancillary Armor Repairer, Nanite Repair Paste
Energized Adaptive Nano Membrane II
Damage Control II

Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Trimark Armor Pump I


Acolyte II x2
Warrior II x2

Nanite Repair Paste x1
Gleam S x1

Fitting template high slot label.png
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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
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
PARALLAX 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Tactics

This article should be cleaned up or improved.
The reason is: evaluate this new ship

Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.

Notes

This article should be cleaned up or improved. The reason is: unspecified