Merlin

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Merlin
Merlin
Caldari State
Caldari State
Standard Frigates
Merlin Class
RELATED UNI-WIKI REFERENCES

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,Harpy,Worm,Cambion

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 Merlin is a Caldari Combat Frigate. It is the slowest of all Tech I frigates, but also one of the toughest, in terms of both tank and damage output. As a result, the Merlin is a very popular damage dealer in small-ship fleet compositions. The ship can also be used as a “second tackle” frigate in mixed fleets, following up the initial tackler by applying a warp scrambler (“scram”) and stasis webifier (“web”) to targets. The Merlin is an outstanding PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. Given its versatility, the Merlin is an excellent first ship for new Caldari pilots.

You may fit this ship to fulfill almost any need, whether it be a swift shield tanked tackler, a very tough shield tank, or an above-average damage dealer. The Merlin has a bonus to shield resistances, and so the ship is frequently fit with a buffer shield tank (including extenders and/or additional resistance modules). Maybe more than any other Tech I frigate, the Merlin’s buffer tank bonuses pair well with shield logistics fleetmates (like the Bantam). The Merlin is also typically fit with small blasters to take advantage of its bonuses to hybrid turret damage. In solo PvP, the Merlin is too slow to dictate range in most fights and is almost always fit with dual webs, though these may be paired with either blasters or railguns. New Caldari pilots interested in solo frigate PvP might also be interested in the Kestrel which similarly uses two webs to make up for speed but most commonly uses rockets. In fleet PvP the Merlin's speed matters less. It is fast enough to catch up or warp to the first tackler once they get scram.

Skills

Further information about additional or recommended skills to pilot Merlin for a specific or its common role(s) can be written 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 common EUni doctrine fit can put out 134 DPS with the guns overheated with only the Short Skill Plan trained.

When flying a blaster Merlin, get in close. Your minuscule optimal ranges mean you basically have to face hug your enemies. Unless you are faster than your opponent this will fail, so in solo PvP Merlins are usually fit with dual webs or overdrive injector systems to make up for the speed gap. In fleet PvP a group of Merlins can apply a large number of webs to targets making this less important. Remember to turn off your MWD once you get in close to the opponent in a fleet - it's easy to overshoot the enemy when you have the MWD on.

When flying a rail Merlin, stay just outside your opponents' range. It's uncommon to see rail MWD kiting Merlins given the lack of a range bonus for the ship. Usually, they are fit with two webs, an afterburner, and a warp scrambler or disruptor. The two webs help prevent an opponent from getting in a close orbit under your guns.

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

Given the avian theme of Caldari ship names, the Merlin is probably named after the merlin, a common small falcon, rather than after the legendary wizard.