Punisher

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EVE University Database
 
Ship Database
Punisher
Punisher
Amarr Empire
Amarr Empire
Standard Frigates
Punisher Class
RELATED UNI-WIKI REFERENCES

The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.

SHIP BONUSES

Traits:
Amarr Frigate skill bonus per level:
5% Bonus to Small Energy Turret damage
4% bonus to armor resistances

Required Skills
  • Amarr Frigate I10m
    • Spaceship Command I8m
Training Time what's this?
0d 0h 18m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Vengeance
Vengeance.jpg
CornerT2s.png
Vengeance
Assault Frigates Punisher Class
Icon hi slot.png5 (4/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png43 MW Icon cpu.png170 tf
Icon velocity.png295 m/sec
Icon capacity.png210 m³
, Retribution
Retribution.jpg
CornerT2s.png
Retribution
Assault Frigates Punisher Class
Icon hi slot.png5 (0/4) Icon mid slot.png2 Icon low slot.png5
Icon powergrid.png62 MW Icon cpu.png140 tf
Icon velocity.png275 m/sec
Icon capacity.png135 m³

Ship Attributes

Fittings
Powergrid
powergrid
55 MW
CPU
cpu output
124 tf
Capacitor
capacitor
400 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
2
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
330 m/s
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
6 AU/s
Base Time to Warp
base time to warp
?
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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
25 km
Max Locked Targets
max. locked targets
4
RADAR Sensor
RADAR sensor strength
9 points
Sig. Radius
signature radius
37 m
Scan Res.
scan resolution
640 mm
Structure
Structure Hitpoints
structure hitpoints
450 HP
Mass
ship mass
1,047,000 kg
Volume
ship volume
28,600 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
500 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
350 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

With its many low slots for armor tank and a bonus to armor resistances, the Punisher is known as the toughest T1 frigate around, but one that won't win any speed races. It is hampered in the tackling role by only having 2 mid slots, meaning it can only fit a single tackle module alongside the obligatory propulsion module, but if a tank fitted Punisher gets in to scram range of you then it takes a lot of effort to get rid of it again.

Prior to the Inferno patch, the Punisher had a bonus to energy weapon capacitor, but not to damage, which resulted in some of the more effective setups using autocannons instead of lasers, freeing up more cap for armour repairs and other active modules at a minimal DPS loss (considering all lvl5 skills). Now a clear tradeoff can to be made between damage and cap drain, with both laser based and autocannon based fits being equaly viable.

With its damage bonus, tank bonus and 3 turrets the Punisher is a clear winner among the Amarr T1 frigates for the purpose of mission running.

Skills

Further information about additional or recommended skills to pilot Punisher for a specific or its common role(s) can be written here.

Fitting

PvE Mission Basic
Punisher: PvE Mission Basic
EFT
[Punisher, PvE Mission Basic]
Dual Light Pulse Laser I
Dual Light Pulse Laser I
Dual Light Pulse Laser I
Small Nosferatu I

1MN Afterburner I
Cap Recharger I

Damage Control I
Small Armor Repairer I
Capacitor Power Relay I
Heat Sink I



Multifrequency S x3

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
Icon rigs.png
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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Acceleration Control I
  • Afterburner II
  • Amarr Frigate III
  • Controlled Bursts II
  • Energy Emission Systems I
  • Energy Grid Upgrades II
  • Energy Management II
  • Energy Systems Operation II
  • Evasive Maneuvering I
  • Gunnery III
  • Hull Upgrades II
  • Mechanic II
  • Motion Prediction II
  • Rapid Firing II
  • Repair Systems II
  • Sharpshooter II
  • Small Energy Turret III
  • Targeting II
  • Weapon Upgrades I
NOTES
PvP Tackler Basic
Punisher: PvP Tackler Basic
EFT
[Punisher, PvP Tackler Basic]
Gatling Pulse Laser I
Gatling Pulse Laser I
Gatling Pulse Laser I

1MN Microwarpdrive I
Warp Scrambler I

Damage Control I
400mm Reinforced Steel Plates I
Micro Auxiliary Power Core I
Adaptive Nano Plating I



Standard S x3

Fitting template high slot label.png
icon?size=64&.png
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Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Acceleration Control III
  • Afterburner III
  • Amarr Frigate III
  • Controlled Bursts III
  • Energy Management III
  • Energy Systems Operation III
  • Evasive Maneuvering III
  • Gunnery III
  • High Speed Maneuvering III
  • Hull Upgrades III
  • Mechanic III
  • Motion Prediction III
  • Propulsion Jamming III
  • Rapid Firing III
  • Sharpshooter III
  • Signature Analysis III
  • Small Energy Turret III
  • Targeting III
  • Warp Drive Operation III
  • Weapon Upgrades I
NOTES
  • The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by fleetmates.


Close Range Tackle T1
Punisher: Close Range Tackle T1
EFT
[Punisher, Close Range Tackle T1]
Dual Light Pulse Laser I
Dual Light Pulse Laser I
Dual Light Pulse Laser I
Small Nosferatu I

Limited 1MN Microwarpdrive I
Warp Scrambler I

Damage Control I
200mm Reinforced Steel Plates I
Adaptive Nano Plating I
Overdrive Injector System I



Multifrequency S x3

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Close Range Tackle T2
Punisher: Close Range Tackle T2
EFT
[Punisher, Close Range Tackle T2]
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Small Diminishing Power System Drain I

Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I

Damage Control II
200mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Adaptive Nano Plating II

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I



Imperial Navy Multifrequency S x3

Fitting template high slot label.png
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Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Tactics

Note this is all subjective, so feel free to add your own opinions. It is also not complete, so feel free to add again.

PvE fitted punishers follow the same basic pattern as all other PVE frigates: fit a minimal active tank, and afterburner, and the biggest bonused guns you can. Being rather tanky due to the resist bonuses while also doing better damage then other ammar frigates, it is the ideal beginner's ships if not for one problem: you eat cap like there is no tomorrow. To fix this, either train up your capacitor skills and controlled bursts, and/or fit a nos in your 4th highslot, fitting skills permitting. Switching to standard crystals instead of multifrequency can also help slightly if you need that one extra rep cycle, but should not relied on.

PvP fits break down first by active or passive tank, then by pulse laser or autocannon. One variant of note is the laser active tanked variant, sometimes called a "bleeder" fit. These use a nos in the highslots and a massive active tank, with the aim of eliminating almost all of the incoming dps, and slowly grinding the opponent down. Another commonly used variant is the passively tanked auto cannon boat. Due to only needing cap to keep your tackle up, and ample grid and CPU due to autocannons lesser requirements, you can fit a small neut into the high slot, which is devastating to other frigs, as no cap means they can not dictate range.

Flying solo or in a small group, the aim is find a compromise between sitting at your optimal and avoiding being in your opponents optimal. For laser ships, this normally involves using scorch, and sitting close to the edge of nos or scram range depending on your fitting, which puts you outside the effective range of blaster and autocannon fitted ships. However, due to only having two mid-slots, your range advantage is lost if the opponent is able to fit a web, so pick your targets with care.

Notes

This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.