Difference between revisions of "Griffin Navy Issue"

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==Fitting==
 
==Fitting==
For more info on fittings, please click [[Griffin_Navy_Issue/Fittings|here]]
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<wikifit shipid="17703" doctrineid="37455" />
  
 
==Tactics==
 
==Tactics==

Revision as of 04:22, 18 August 2017

EVE University Database
 
Ship Database
Griffin Navy Issue
CornerTFh.png
?size=256&.png
Caldari State
Caldari State
Faction Frigates
Griffin Class
RELATED UNI-WIKI REFERENCES

The Griffin Navy Issue represents a new experiment in close-range tactics from the Caldari Navy. Combining deadly hybrid weapon systems with electronic countermeasure systems optimized for short range combat has allowed the Griffin Navy Issue to surprise hostile forces with uncharacteristically aggressive tactics.

SHIP BONUSES

Caldari Frigate bonuses (per skill level):
20% bonus to ECM Target Jammer strength
20% bonus to Small Hybrid Turret damage
Misc. Bonus
-85% penalty to ECM optimal range and falloff
-85% reduction to ECM Jammer 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
Kitsune
Kitsune.jpg
CornerT2s.png
Kitsune
Electronic Attack Frigates Griffin Class
Icon hi slot.png3 (3/1) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png26 MW Icon cpu.png270 tf
Icon velocity.png315 m/sec
Icon capacity.png160 m³
, Griffin
Griffin.jpg
Griffin
Standard Frigates Griffin Class
Icon hi slot.png2 (2/0) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png24 MW Icon cpu.png240 tf
Icon velocity.png325 m/sec
Icon capacity.png260 m³

Ship Attributes

Fittings
Powergrid
powergrid
40 MW
CPU
cpu output
180 tf
Capacitor
capacitor
425 GJ
High
high slots
3
Launchers
launcher slots
1
Turrets
turret slots
2
Medium
medium slots
5
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
325 m/sec
Inertia Modifier
inertia modifier (agility)
3.45
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
5.05 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
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65.00 km
Max Locked Targets
max. locked targets
5
Gravimetric Sensor
Gravimetric sensor strength
17 points
Sig. Radius
signature radius
42 m
Scan Res.
scan resolution
600 mm
Structure
Structure Hitpoints
structure hitpoints
500 HP
Mass
ship mass
1,056,000 kg
Volume
ship volume
19,400 m³
Cargo Capacity
cargo capacity
260 m³
Armor
Armor Hitpoints
armor hitpoints
400 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
700 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Griffin Navy Issue is a Electronic Counter Measure frigate. Compared to the standard Griffin the Griffin Navy Issue has a significant buff to hull, armor and shield points; along with extra powergrid and almost twice the capacitor. The Griffin Navy Issue also has a higher increase in jam strength per level of Caldari frigate and a damage bonus to hybrid turret; which is reflected in swapping one of the launcher high slots for a turret high slot. The -85% role reduction to ECM Jammer activation cost means that jammers actually use less cap than a pilot with lvl 5 Caldari Frigate in the standard frigate.

This does come at a cost though with the major negative of the Griffin Navy Issue being its' secondary role bonus of -85% penalty to ECM optimal range and falloff. This means the Griffin Navy Issue can't pull off the standard Griffin tactic of staying at long range while jamming enemy ships. Instead the Griffin Navy Issue is envisioned as a close in brawler utilizing blasters with the jammers used to mitigate enemy ships. The extra capacitor and decrease in jamming costs also gives the ability to fit tackle and propulsion mods while remaining somewhat cap stable (depending on capacitor skills).

Considering the cost of the Griffin Navy Issue and the complexity of jamming tactics (knowing which ships to jam and when) it is suggested that new players experiment with the standard Griffin until they have built up both their character and game skills before attempting to fly the Griffin Navy Issue.

Skills

These skills will improve your EWAR effectiveness when flying a Griffin Navy Issue.

  • Caldari Frigate - Affects both ECM effectiveness and hybrid turret damage, a lot.
  • Long Range Targeting - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2.
  • Frequency Modulation - Increases the falloff distance of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2.
  • Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management Level 4 and Electronics Warfare Level 3.
  • Signal Dispersion - Increases your jam strength by 5% per level. This skill requires CPU Management 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.

See the EWAR Guide and ECM Guide articles for more information.

Fitting

There are currently no FleetUp fits available

Tactics

PvE - Not recommended as the Griffin Navy Issue lacks damage projection and often relies on costly tank (such as burning cap charges for an ancillary shield booster).
PvP - Solo

  • Unlike standard Griffins it is not recommend fitting a "rainbow" fit of jammers as this would leave only one spare mid-slot for either tackle or some shield tank.
  • Often worth carrying a set of each racial jammer on-board; determine enemy ship types through D-Scan or fleet intel and then fit relevant jammers by either docking up or using a mobile depot before engaging.
  • Against larger ships, i.e. cruiser size plus, you'll need to get in under the guns and orbit to maintain a good transversal. To get close either set the range by waiting at a 'zero' point eg. the beacon of faction war plexs or spiral in on your enemy rather than flying directly at them.
  • Against smaller ships, i.e. frigate and destroyer size, you still need to maintain close range in order to effectively project your blaster damage and to stay within your very short ECM optimal. Avoid ships that can readily control range against you (e.g. scram/web AB kiters, MWD kiters that are already inside a plex, etc.) in favor of ships that lack range control (lone Punishers, MWD brawlers).

PvP - Small Gang

  • If fighting multiple enemies consider jamming non-engaged targets rather than the one you are currently damaging; especially if they are repping your target or applying higher damage to you due to your lower transverse compared to them.

PvP - Fleet - Not recommended as the Griffin Navy Issue still has a fairly weak tank when primaried in fleet combat, and no ability to project jams or damage from range.

More information on tactics and matching jammers to targets is at ECM Guide

Notes