Difference between revisions of "Cruisers"

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== T1 Cruisers ==
 
== T1 Cruisers ==
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Each race has four tech 1 cruiser hulls, which fill various roles. Roles aren't always divided up the same way, though -- the Caldari Osprey has bonuses for mining and logistics, for example, while in the Gallente cruiser lineup those roles are split between two ships, the Vexor (which can also do pve and pvp combat) and the Exequror.
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In pvp some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of dps to a fight. The electronic warfare cruisers can also be important in pvp, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In pvp cruisers can also fit tackle to provide some secondary tackling that's harder to scrape of than tech 1 tackling frigates.
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Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
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=== Amarr ===
 
=== Amarr ===
  
* [http://wiki.eveonline.com/wiki/Arbitrator Arbitrator] Tracting Disruptor/Mining
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* [http://wiki.eveonline.com/wiki/Arbitrator Arbitrator] Versatile. Bonuses for Ewar (Tracking Disruptors), and drones (for mining and damage-dealing). Can be used in fleet pvp, solo pvp, and pve combat.
* [http://wiki.eveonline.com/wiki/Augoror Augoror] Logistics
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* [http://wiki.eveonline.com/wiki/Augoror Augoror] Logistics (energy transfer).
* [http://wiki.eveonline.com/wiki/Maller Maller] Tank
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* [http://wiki.eveonline.com/wiki/Maller Maller] Can mount a massive tank (and is often used as bait in pvp)
* [http://wiki.eveonline.com/wiki/Omen Omen]
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* [http://wiki.eveonline.com/wiki/Omen Omen] Respectable damage-dealer.
  
 
=== Caldari ===
 
=== Caldari ===
* [http://wiki.eveonline.com/wiki/Blackbird Blackbird] ECM
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* [http://wiki.eveonline.com/wiki/Blackbird Blackbird] Bonuses for ewar (ECM). Powerful in a fleet, little or no tank. Often called primary.
* [http://wiki.eveonline.com/wiki/Caracal Caracal] Missle Boat
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* [http://wiki.eveonline.com/wiki/Caracal Caracal] Missile ship. Good mission-runner. Unspectacular damage-dealer in pvp, unless fitted as a 'super-destroyer' with anti-frigate Assault Missile Launchers.
* [http://wiki.eveonline.com/wiki/Moa Moa] Tank
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* [http://wiki.eveonline.com/wiki/Moa Moa] Tanks well, designed to fight at range with railguns.
* [http://wiki.eveonline.com/wiki/Osprey Osprey] Mining/Logistics
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* [http://wiki.eveonline.com/wiki/Osprey Osprey] Very effective miner. Also has a logistics bonus (for shield transporters).
  
 
=== Gallente ===
 
=== Gallente ===
* [http://wiki.eveonline.com/wiki/Celestis Celestis] Dampener
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* [http://wiki.eveonline.com/wiki/Celestis Celestis] Bonuses for ewar (sensor damps) and hybrid turrets. Can be useful in a fleet. Rarely primaried.
* [http://wiki.eveonline.com/wiki/Exequror Exequror] Logistics
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* [http://wiki.eveonline.com/wiki/Exequror Exequror] Logistics (remote armor repair).
* [http://wiki.eveonline.com/wiki/Thorax Thorax]
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* [http://wiki.eveonline.com/wiki/Thorax Thorax] Fast pvp gunboat, usually fits blasters. ''Very'' high dps with good skills and fitting.
* [http://wiki.eveonline.com/wiki/Vexor Vexor] Mining
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* [http://wiki.eveonline.com/wiki/Vexor Vexor] Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for pve and pvp combat, and for mining.
  
 
=== Minmatar ===
 
=== Minmatar ===
  
* [http://wiki.eveonline.com/wiki/Bellicose Bellicose] Target Painter
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* [http://wiki.eveonline.com/wiki/Bellicose Bellicose] Bonuses for ewar (target painting) and projectile turrets. Unloved.
* [http://wiki.eveonline.com/wiki/Scythe Scythe] Mining/Logistics
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* [http://wiki.eveonline.com/wiki/Scythe Scythe] Bonuses for mining lasers and logistics (tracking links). Also unloved.
* [http://wiki.eveonline.com/wiki/Rupture Rupture]  
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* [http://wiki.eveonline.com/wiki/Rupture Rupture] Useful in pvp and pve. Potentially ''very'' high dps, like the Thorax. Alternatively can fit a decent pve armor tank.
* [http://wiki.eveonline.com/wiki/Stabber Stabber]  
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* [http://wiki.eveonline.com/wiki/Stabber Stabber] Very fast skirmisher. Sees limited use in pvp and pve.
  
 
== T2 Cruisers ==
 
== T2 Cruisers ==
=== Recon ===  
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=== Recons ===  
These come in 2 categories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their electronic warfare (EW) type.
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These come in 2 varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, because they deal more damage or simply because they have better range for their electronic warfare.
Their main purpose is EW, but what they use vary from race to race.
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Their main purpose is ewar, but their uses vary from race to race.
  
 
'''Amarr''':
 
'''Amarr''':
Drones for dps, strongly bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, Pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the Curse reach about 36km with recon 5 and best named/T2 neuts.
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Drones for dps, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, Pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the Curse can neut at about 36km with recon 5 and best named/T2 neuts.
  
 
* [http://wiki.eveonline.com/en/wiki/Pilgrim Pilgrim]
 
* [http://wiki.eveonline.com/en/wiki/Pilgrim Pilgrim]
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'''Minmatar''':
 
'''Minmatar''':
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, Huginn, and the force recon, Rapier, except for the cloak.
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Extremely long-ranged webs (normal T2 reach about 40km with recon 5 without overheating) and bonuses to target painter strength. No big difference between the Huginn combat recon and the Rapier force recon, except for the cloak.
  
 
* [http://wiki.eveonline.com/en/wiki/Huginn Huginn]
 
* [http://wiki.eveonline.com/en/wiki/Huginn Huginn]
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'''Caldari''':
 
'''Caldari''':
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The Rook can fit 5 missile launchers and a full flight of light drones, the Falcon can cloak, but only get 3 guns and 2 drones.
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Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game. The Rook can fit 5 missile launchers and a full flight of light drones; the Falcon can cloak, but only gets 3 guns and 2 drones.
  
 
* [http://wiki.eveonline.com/en/wiki/Falcon Falcon]
 
* [http://wiki.eveonline.com/en/wiki/Falcon Falcon]
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'''Gallente''':
 
'''Gallente''':
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky Arazu and the Lachesis.
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Bonuses to sensor dampening, and to warp disruptor/scrambler range. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with Minmatar, there's no big difference between the Arazu and the Lachesis except for the Arazu's ability to cloak.
  
 
* [http://wiki.eveonline.com/en/wiki/Arazu Arazu]
 
* [http://wiki.eveonline.com/en/wiki/Arazu Arazu]
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=== Heavy Assault Ships ===  
 
=== Heavy Assault Ships ===  
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and decent buffer when in a LR setup.
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Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and decent buffer.
  
* [http://wiki.eveonline.com/wiki/Cerberus Cerberus]: (Caldari) Does what a Drake can but at 4x the cost. Better at long ranges.  
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* [http://wiki.eveonline.com/wiki/Cerberus Cerberus]: (Caldari) Does what a Drake can but at four times the cost. Better at long ranges.  
* [http://wiki.eveonline.com/wiki/Eagle Eagle]: (Caldari)  
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* [http://wiki.eveonline.com/wiki/Eagle Eagle]: (Caldari) Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters.
* [http://wiki.eveonline.com/wiki/Muninn Muninn]: (Minmatar) Great sniper HAC, can be nasty. Performs like a better tanked Rupture at close range.  
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* [http://wiki.eveonline.com/wiki/Muninn Muninn]: (Minmatar) Great sniper HAC with artillery. Performs like a better-tanked Rupture at close range.  
 
* [http://wiki.eveonline.com/wiki/Vagabond Vagabond]: (Minmatar) Nasty damage and good tackle, quick and agile, good in a gang. Will melt quickly if locked down.  
 
* [http://wiki.eveonline.com/wiki/Vagabond Vagabond]: (Minmatar) Nasty damage and good tackle, quick and agile, good in a gang. Will melt quickly if locked down.  
 
* [http://wiki.eveonline.com/wiki/Ishtar Ishtar]: (Gallente) Great tank, high damage, quite a dangerous HAC. Drone dependent, but can carry multiple flights of heavies or sentries.  
 
* [http://wiki.eveonline.com/wiki/Ishtar Ishtar]: (Gallente) Great tank, high damage, quite a dangerous HAC. Drone dependent, but can carry multiple flights of heavies or sentries.  
 
* [http://wiki.eveonline.com/wiki/Deimos Deimos]: (Gallente) Heavy tank, decent damage but slow for a HAC.  
 
* [http://wiki.eveonline.com/wiki/Deimos Deimos]: (Gallente) Heavy tank, decent damage but slow for a HAC.  
* [http://wiki.eveonline.com/wiki/Zealot Zealot]: (Amarr) Overrated but versatile. Does well close range, sniper, buffer, active, but master of none.  
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* [http://wiki.eveonline.com/wiki/Zealot Zealot]: (Amarr) Versatile. Does well at close or sniping ranges, buffer-tanked or active-tanked, but master of none.  
* [http://wiki.eveonline.com/wiki/Sacrilege Sacrilege]: (Amarr) Underrated. Tanks like a beast, decent damage with HAMS. Active tank.
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* [http://wiki.eveonline.com/wiki/Sacrilege Sacrilege]: (Amarr) Tanks like a beast, decent damage with Heavy Assault Missiles. Active tank.
  
 
=== Heavy Interdictors ===  
 
=== Heavy Interdictors ===  
With the exception of some T3 cruiser setups, these will have better tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.
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With the exception of some T3 cruiser setups, Heavy Interdictors ('HICs') have better tanks then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.  
 
 
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not receive any type of remote support, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. In return, their mass gets heavily reduced, so they can get up to speed and change direction etc extremely fast.  
 
  
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead.  
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In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor creates, However, while the light interdictor can launch its bubble and then get out, leaving its bubble there for 2 minutes regardless, the HIC has to stay where it wants its bubble to be. Furthermore, while the bubble is up (it has a 30-second cycle time), the HIC cannot receive any type of remote support. While its normal speed remains the same, afterburners and microwarpdrives will have reduced effect. In return, the HIC's mass gets heavily reduced, so that it can get up to speed and change direction extremely fast.  
  
The bubble can not be used in low or high sec, however, the bubble mod comes with a script.  
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They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped; if the enemy starts shooting the bubbling HIC, it can drop its bubble and be repped back up again while the second HIC puts up its bubble instead.  
  
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs can counter it. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation.  
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The bubble can not be used in lowsec or highsec. But the bubble module can be loaded with a script which increases the range of the point by 50% and focuses its effect so that it acts as a normal warp disruptor with infinite strength instead of creating bubbles. Scripting the module to create this 'infinipoint' also removes all penalties caused by using it, except for the block on remote repair. These are the only ships that can, using this infinite point, tackle super-capital ships in low sec.  
  
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. These are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik). This bug has supposedly been fixed now, but I haven't confirmed it, and you may still see it in some old videos.
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If you see a HIC in empire that seems to have its bubble up, don't worry: it's just a graphical bug caused by loading the grid after the point was activated. This bug has supposedly been fixed now, but you may still see it in some old videos.
  
 
* [http://wiki.eveonline.com/wiki/Devoter Devoter] (Amarr)
 
* [http://wiki.eveonline.com/wiki/Devoter Devoter] (Amarr)
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=== Logistics ===  
 
=== Logistics ===  
Each race do it a bit differently here, but overall, these ships are supposed to increase the survivability of the fleet in 1 way or another.  
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Each race does it a bit differently here, but overall these ships increase the survivability of a fleet in one way or another.  
  
 
Gallente and Amarr repair armor, Caldari and Minmatar repair shields.  
 
Gallente and Amarr repair armor, Caldari and Minmatar repair shields.  
  
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisks (Caldari) usually use either one (Logistics V) or two (Logistics IV, don't fly a logi ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots, which means they have to operate in groups of at least two ships, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer receiving the cap it needs to keep operating from its buddy.  
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Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisk (Caldari) usually use either one (Logistics V) or two (Logistics IV -- and don't fly a logistics ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots. Their reliance on energy transfer exchanges with their partners mean that these ships are especially vulnerable when jammed by ECM.
  
Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that internal cap is not enough to run as many reppers as the cap transferring logistics ships can. Scimitars / Oneiros can usually run three reppers with logi 4, and four reppers with logi 5, while Basilisks / Guardians can run 4 reppers with logistics 4 and 5 reppers with logistics 5, while also keeping a stronger tank.
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The Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on rigs, capacitor power relays and cap rechargers to keep themselves running with their extra lows and mids. However, that locally-generated capacitor energy is not enough to run as many reppers as the cap-transferring logistics ships can.
  
 
* [http://wiki.eveonline.com/wiki/Guardian Guardian] (Amarr)
 
* [http://wiki.eveonline.com/wiki/Guardian Guardian] (Amarr)
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== T3 Cruisers ==
 
== T3 Cruisers ==
  
Information on Tech 3 Cruisers can be found: [[Strategic Cruiser]]
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Information on Tech 3 Cruisers can be found here: [[Strategic Cruiser]]
  
 
== Faction Cruisers ==
 
== Faction Cruisers ==

Revision as of 10:19, 24 February 2010

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

T1 Cruisers

Each race has four tech 1 cruiser hulls, which fill various roles. Roles aren't always divided up the same way, though -- the Caldari Osprey has bonuses for mining and logistics, for example, while in the Gallente cruiser lineup those roles are split between two ships, the Vexor (which can also do pve and pvp combat) and the Exequror.

In pvp some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of dps to a fight. The electronic warfare cruisers can also be important in pvp, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In pvp cruisers can also fit tackle to provide some secondary tackling that's harder to scrape of than tech 1 tackling frigates.

Tech 1 cruisers are the ships most commonly used to run Level 2 missions.

Amarr

  • Arbitrator Versatile. Bonuses for Ewar (Tracking Disruptors), and drones (for mining and damage-dealing). Can be used in fleet pvp, solo pvp, and pve combat.
  • Augoror Logistics (energy transfer).
  • Maller Can mount a massive tank (and is often used as bait in pvp)
  • Omen Respectable damage-dealer.

Caldari

  • Blackbird Bonuses for ewar (ECM). Powerful in a fleet, little or no tank. Often called primary.
  • Caracal Missile ship. Good mission-runner. Unspectacular damage-dealer in pvp, unless fitted as a 'super-destroyer' with anti-frigate Assault Missile Launchers.
  • Moa Tanks well, designed to fight at range with railguns.
  • Osprey Very effective miner. Also has a logistics bonus (for shield transporters).

Gallente

  • Celestis Bonuses for ewar (sensor damps) and hybrid turrets. Can be useful in a fleet. Rarely primaried.
  • Exequror Logistics (remote armor repair).
  • Thorax Fast pvp gunboat, usually fits blasters. Very high dps with good skills and fitting.
  • Vexor Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for pve and pvp combat, and for mining.

Minmatar

  • Bellicose Bonuses for ewar (target painting) and projectile turrets. Unloved.
  • Scythe Bonuses for mining lasers and logistics (tracking links). Also unloved.
  • Rupture Useful in pvp and pve. Potentially very high dps, like the Thorax. Alternatively can fit a decent pve armor tank.
  • Stabber Very fast skirmisher. Sees limited use in pvp and pve.

T2 Cruisers

Recons

These come in 2 varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, because they deal more damage or simply because they have better range for their electronic warfare. Their main purpose is ewar, but their uses vary from race to race.

Amarr: Drones for dps, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, Pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the Curse can neut at about 36km with recon 5 and best named/T2 neuts.

Minmatar: Extremely long-ranged webs (normal T2 reach about 40km with recon 5 without overheating) and bonuses to target painter strength. No big difference between the Huginn combat recon and the Rapier force recon, except for the cloak.

Caldari: Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game. The Rook can fit 5 missile launchers and a full flight of light drones; the Falcon can cloak, but only gets 3 guns and 2 drones.

Gallente: Bonuses to sensor dampening, and to warp disruptor/scrambler range. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with Minmatar, there's no big difference between the Arazu and the Lachesis except for the Arazu's ability to cloak.

Heavy Assault Ships

Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and decent buffer.

  • Cerberus: (Caldari) Does what a Drake can but at four times the cost. Better at long ranges.
  • Eagle: (Caldari) Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters.
  • Muninn: (Minmatar) Great sniper HAC with artillery. Performs like a better-tanked Rupture at close range.
  • Vagabond: (Minmatar) Nasty damage and good tackle, quick and agile, good in a gang. Will melt quickly if locked down.
  • Ishtar: (Gallente) Great tank, high damage, quite a dangerous HAC. Drone dependent, but can carry multiple flights of heavies or sentries.
  • Deimos: (Gallente) Heavy tank, decent damage but slow for a HAC.
  • Zealot: (Amarr) Versatile. Does well at close or sniping ranges, buffer-tanked or active-tanked, but master of none.
  • Sacrilege: (Amarr) Tanks like a beast, decent damage with Heavy Assault Missiles. Active tank.

Heavy Interdictors

With the exception of some T3 cruiser setups, Heavy Interdictors ('HICs') have better tanks then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.

In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor creates, However, while the light interdictor can launch its bubble and then get out, leaving its bubble there for 2 minutes regardless, the HIC has to stay where it wants its bubble to be. Furthermore, while the bubble is up (it has a 30-second cycle time), the HIC cannot receive any type of remote support. While its normal speed remains the same, afterburners and microwarpdrives will have reduced effect. In return, the HIC's mass gets heavily reduced, so that it can get up to speed and change direction extremely fast.

They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped; if the enemy starts shooting the bubbling HIC, it can drop its bubble and be repped back up again while the second HIC puts up its bubble instead.

The bubble can not be used in lowsec or highsec. But the bubble module can be loaded with a script which increases the range of the point by 50% and focuses its effect so that it acts as a normal warp disruptor with infinite strength instead of creating bubbles. Scripting the module to create this 'infinipoint' also removes all penalties caused by using it, except for the block on remote repair. These are the only ships that can, using this infinite point, tackle super-capital ships in low sec.

If you see a HIC in empire that seems to have its bubble up, don't worry: it's just a graphical bug caused by loading the grid after the point was activated. This bug has supposedly been fixed now, but you may still see it in some old videos.

Logistics

Each race does it a bit differently here, but overall these ships increase the survivability of a fleet in one way or another.

Gallente and Amarr repair armor, Caldari and Minmatar repair shields.

Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisk (Caldari) usually use either one (Logistics V) or two (Logistics IV -- and don't fly a logistics ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots. Their reliance on energy transfer exchanges with their partners mean that these ships are especially vulnerable when jammed by ECM.

The Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on rigs, capacitor power relays and cap rechargers to keep themselves running with their extra lows and mids. However, that locally-generated capacitor energy is not enough to run as many reppers as the cap-transferring logistics ships can.

T3 Cruisers

Information on Tech 3 Cruisers can be found here: Strategic Cruiser

Faction Cruisers

Rare/Unique Cruisers