Difference between revisions of "Imperial Navy Slicer"

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  | shipimg=Imperial Navy Slicer.jpg
 
  | shipimg=Imperial Navy Slicer.jpg
 
  | shipname=Imperial Navy Slicer
 
  | shipname=Imperial Navy Slicer
| caption=Imperial Navy Slicer
 
 
  | class=Frigate
 
  | class=Frigate
 
  | grouping=Faction Frigates
 
  | grouping=Faction Frigates
 
  | hulltype=Imperial Navy Slicer Class
 
  | hulltype=Imperial Navy Slicer Class
  | faction=Amarr Empire
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  | faction=Amarr Empire  
| race=Amarr
 
| roles=unspecified
 
 
  | variations=<i>none</i>
 
  | variations=<i>none</i>
  | tech=F
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  | tech=F  
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=50 MW
 
  | powergrid=50 MW
 
  | cpu=125 tf
 
  | cpu=125 tf
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  | lows=5
 
  | lows=5
 
  | mass=1,003,000 kg
 
  | mass=1,003,000 kg
  | volume=16,500 m&#179;
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  | volume=16,500
  | cargohold=130 m&#179;
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  | cargohold=130
 
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  | info=The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents.  Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease.
 
  | info=The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents.  Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease.
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% bonus to Small Energy Turret optimal range<br>25% bonus to Small Energy Turret damage<br>
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  | bonuses=
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'''Amarr Frigate bonuses (per skill level):'''<br>
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10% bonus to Small Energy Turret optimal range<br>
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25% bonus to Small Energy Turret damage
 
  | structurehp=600 HP
 
  | structurehp=600 HP
 
  | shieldhp=550 HP
 
  | shieldhp=550 HP
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  | scanres=675 mm
 
  | scanres=675 mm
 
  | reqskills=*{{RequiredSkill|Amarr Frigate|II}}
 
  | reqskills=*{{RequiredSkill|Amarr Frigate|II}}
**{{RequiredSkill|Spaceship Command|I}}
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** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=1h 42m 40s
 
  | totaltraintime=1h 42m 40s
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==Summary==
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== Summary ==
 
The Imperial Navy Slicer is a ship with a distinctive role - that of a fast frigate sized kiter/sniper. Its impressive optimal range bonus allows it to snipe at long range with beam lasers, or to kite very effectively with pulse lasers loaded with scorch. It only has 2 turret slots, but its ship bonus can give them the damage of more than 4, while only needing the fitting and cap for two. Finally, the ship has a fast base speed and low mass, making it very quick and agile.
 
The Imperial Navy Slicer is a ship with a distinctive role - that of a fast frigate sized kiter/sniper. Its impressive optimal range bonus allows it to snipe at long range with beam lasers, or to kite very effectively with pulse lasers loaded with scorch. It only has 2 turret slots, but its ship bonus can give them the damage of more than 4, while only needing the fitting and cap for two. Finally, the ship has a fast base speed and low mass, making it very quick and agile.
  
==Skills==
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== Skills ==
*[[Skills:Spaceship_Command#Amarr_frigate|Amarr Frigate]] to at least IV to take advantage of the Slicer's 10% bonus to Small Energy Turret optimal range and 25% bonus to Small Energy Turret damage that comes with every extra level in the skill.
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* {{Sk|Amarr Frigate}} to at least IV to take advantage of the Slicer's 10% bonus to Small Energy Turret optimal range and 25% bonus to Small Energy Turret damage that comes with every extra level in the skill.
*With the massive bonus to small energy turret damage and only 2 slots it is highly recommended to have T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery_Guide|Gunnery]] skills to maximize the benefit.
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* With the massive bonus to small energy turret damage and only 2 slots it is highly recommended to have T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery Guide|Gunnery]] skills to maximize the benefit.
Prequisite Skills:
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Prerequisite Skills:
*[[Skills:Electronic_Systems#Propulsion Jamming|Propulsion Jamming]] Level 2 is necessary for Tech 2 points, and level 4 allows T2 webs.
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* {{Sk|Propulsion Jamming}} Level II is necessary for Tech 2 points, and level 4 allows T2 webs.
*[[Skills:Navigation#High Speed Maneuvering|High Speed Maneuvering]] Level 3 for T2 MWDs. Level 4 is recommended.
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* {{Sk|High Speed Maneuvering}} Level III for T2 MWDs. Level 4 is recommended.
*[[Skills:Armor#Hull Upgrades|Hull Upgrades]] Level 2 is required for T2 Nanofiber Internal Structures and Overdrive Injectors and also increases your armor HP.
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* {{Sk|Hull Upgrades}} Level 2 is required for T2 Nanofiber Internal Structures and Overdrive Injectors and also increases your armor HP.
 
Helpful Skills:
 
Helpful Skills:
*[[Skills:Armor#Hull Upgrades|Hull Upgrades]], [[Skills:Engineering#CPU Management|CPU Management]] and [[Skills:Engineering#Power Grid Management|Power Grid Management]] should be at level 5 (they are important for any ship you fly).
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* {{Sk|Hull Upgrades}}, {{Sk|CPU Management}} and {{Sk|Power Grid Management}} should be at level V (they are important for any ship you fly).
*[[Skills:Navigation#Navigation|Navigation]] 5% bonus to sub-warp speed per level. Level 5 is recommended.
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* {{Sk|Navigation}} 5% bonus to sub-warp speed per level. Level V is recommended.
*[[Skills:Navigation#Acceleration Control|Acceleration Control]] 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
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* {{Sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level IV is recommended.
*[[Skills:Navigation#Evasive Maneuvering|Evasive Maneuvering]] 4% to ship agility per level. Level 5 is recommended.
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* {{Sk|Evasive Maneuvering}} 4% to ship agility per level. Level V is recommended.
*[[Skills:Targeting#Signature Analysis|Signature Analysis]] 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
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* {{Sk|Signature Analysis}} 5% scan resolution per level; getting this to level V will greatly boost your target locking speed.
  
  
==Fitting==
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== Tactics ==
<wikifit shipid="17703" doctrineid="35020" />
 
 
 
==Tactics==
 
 
''No sub-article about Imperial Navy Slicer roles or piloting tactics. You can write them here.''
 
''No sub-article about Imperial Navy Slicer roles or piloting tactics. You can write them here.''
  
==Notes==
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== Notes ==
 
''You can write additional notes for Imperial Navy Slicer here.''
 
''You can write additional notes for Imperial Navy Slicer here.''
  
{{ShipsMatrix}}
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{{ShipsMatrix|expgroup=frigates}}
[[Category:Ship Database]][[Category:Faction Frigates]]
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 +
[[Category:Ship Database]]
 +
[[Category:Faction Frigates]]

Latest revision as of 18:25, 4 April 2023

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

The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents. Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
10% bonus to Small Energy Turret optimal range
25% bonus to Small Energy Turret damage

Required Skills
Training Time what's this?
1h 42m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
50 MW
CPU
cpu output
125 tf
Capacitor
capacitor
500 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
2
Low
low slots
5
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
350 m/sec
Inertia Modifier
inertia modifier (agility)
3.3
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.59 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
40.00 km
Max Locked Targets
max. locked targets
5
RADAR Sensor
RADAR sensor strength
11 points
Sig. Radius
signature radius
38 m
Scan Res.
scan resolution
675 mm
Structure
Structure Hitpoints
structure hitpoints
600 HP
Mass
ship mass
1,003,000 kg
Volume
ship volume
16,500 m³
Cargo Capacity
cargo capacity
130 m³
Armor
Armor Hitpoints
armor hitpoints
725 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
550 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Imperial Navy Slicer is a ship with a distinctive role - that of a fast frigate sized kiter/sniper. Its impressive optimal range bonus allows it to snipe at long range with beam lasers, or to kite very effectively with pulse lasers loaded with scorch. It only has 2 turret slots, but its ship bonus can give them the damage of more than 4, while only needing the fitting and cap for two. Finally, the ship has a fast base speed and low mass, making it very quick and agile.

Skills

  • Amarr Frigate to at least IV to take advantage of the Slicer's 10% bonus to Small Energy Turret optimal range and 25% bonus to Small Energy Turret damage that comes with every extra level in the skill.
  • With the massive bonus to small energy turret damage and only 2 slots it is highly recommended to have T2 Small Energy Turret with supporting Gunnery skills to maximize the benefit.

Prerequisite Skills:

  • Propulsion Jamming Level II is necessary for Tech 2 points, and level 4 allows T2 webs.
  • High Speed Maneuvering Level III for T2 MWDs. Level 4 is recommended.
  • Hull Upgrades Level 2 is required for T2 Nanofiber Internal Structures and Overdrive Injectors and also increases your armor HP.

Helpful Skills:


Tactics

No sub-article about Imperial Navy Slicer roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Imperial Navy Slicer here.