Difference between revisions of "Merlin"

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  | info=<b>Development</b><br>The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.
 
  | info=<b>Development</b><br>The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.
 
  | bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>5% bonus to Small Hybrid Turret damage<br>4% bonus to all shield resistances<br>
 
  | bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>5% bonus to Small Hybrid Turret damage<br>4% bonus to all shield resistances<br>

Revision as of 15:36, 12 June 2016

EVE University Database
 
Ship Database
Merlin
Merlin
Caldari State
Caldari State
Standard Frigates
Merlin Class
RELATED UNI-WIKI REFERENCES

Development
The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.

SHIP BONUSES

Caldari Frigate bonuses (per skill level):
5% bonus to Small Hybrid Turret damage
4% bonus to all shield resistances

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
Hawk
Hawk.jpg
CornerT2s.png
Hawk
Assault Frigates Merlin Class
Icon hi slot.png5 (4/2) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png45 MW Icon cpu.png190 tf
Icon velocity.png290 m/sec
Icon capacity.png300 m³
,Harpy
Harpy.jpg
CornerT2s.png
Harpy
Assault Frigates Merlin Class
Icon hi slot.png5 (1/4) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png50 MW Icon cpu.png185 tf
Icon velocity.png281 m/sec
Icon capacity.png165 m³
,Worm
Worm.jpg
CornerTFs.png
Worm
Pirate Faction Frigates Merlin Class
Icon hi slot.png3 (3/0) Icon mid slot.png4 Icon low slot.png2
Icon powergrid.png40 MW Icon cpu.png160 tf
Icon velocity.png320 m/sec
Icon capacity.png130 m³

Ship Attributes

Fittings
Powergrid
powergrid
40 MW
CPU
cpu output
180 tf
Capacitor
capacitor
350 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
310 m/sec
Inertia Modifier
inertia modifier (agility)
3.6
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.98 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
50.00 km
Max Locked Targets
max. locked targets
5
Gravimetric Sensor
Gravimetric sensor strength
11 points
Sig. Radius
signature radius
39 m
Scan Res.
scan resolution
580 mm
Structure
Structure Hitpoints
structure hitpoints
400 HP
Mass
ship mass
997,000 kg
Volume
ship volume
16,500 m³
Cargo Capacity
cargo capacity
150 m³
Armor
Armor Hitpoints
armor hitpoints
350 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The changes brought to the Merlin in the Inferno release have made it one of the best (if not the best) Tech 1 frigates in the game, especially for running Level I combat missions. You may fit this ship to fulfil almost any need, whether it be a swift shield tanked tackler, a very tough shield tank, or an above-average damage dealer.

Skills

Template:Moreinfo

Fittings

For more info on fittings, please go here

Tactics

The Merlin is a powerful frigate in that it can be fit for either DPS or tackle, whilst maintaining a respectable tank for a T1 frigate (thanks to its shield resist bonus). A Merlin fit for DPS with Tech 2 Neutron Blasters firing Void can reach around 160 dps. Even with Ion Blasters and a fit more geared to tackling in a fleet, the Merlin can put out over 100 DPS with ease.

When flying a blaster Merlin, get in close. Your minuscule optimal ranges means you basically have to face hug your enemies. This can cause serious problems when fighting Kitey frigates or cruisers, especially since the Merlin isn't the fastest frigate out there. In these cases it's best to either run from the fight, or wait until an ally can web/scram down the enemy allowing you to catch up/warp to them.

Because Merlins are slow but tough, tackle Merlins usually serve as second tackle, applying a scram and web to hold a target still after faster frigates secure the initial point. Their significant DPS is a bonus in this role.

Notes

You can add notes here.