Difference between revisions of "Recon Ships"

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'''Recon Ships''' are cruiser-sized [[EWAR Guide|electronic warfare]] and (true to their name) reconnaissance platforms. Recon Ships are divided into two types, with similar sets of core EWAR abilities but different secondary roles:
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* "Force Recon" ships can fit [[Cloaking|Covert Ops Cloaking Device]]s, and thus warp while cloaked. Furthermore, Force Recon ships are also capable of fitting both standard and covert [[Jump drives|Cynsural Field Generators]], allowing them to bring in either a covert ops hit squad, or a fleet of capital ships to reinforce a battle. This makes them a high-priority target in many battles.
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* Combat Recon ships have superior weapons, electronics, and defenses. While they cannot fit a covert ops cloak, they cannot be detected by [[Directional scan]], a unique ability in the game that makes them an unpleasant surprise for opponents. A number of these ships, such as the [[Curse]], are famous hull names that can quickly cripple most ships.
  
'''Recon Ships''' come in two varieties, combat recon and force recon. Force recons can fit a covert ops cloak and therefore can warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, because they deal more damage or simply because they have better range for their electronic warfare. Combat recons are also invisible to [[Directional Scanner Guide|D-scan]] at all times.
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While Recon ships have declined in popularity somewhat due to the flexibility of Tech 3 [[Strategic Cruisers]], which can fit a cloaking subsystem and sometimes an EWAR system too, they are used in capital warfare, where their cyno capabilities become essential, and in large fleet fights, where they are easier to replace than T3 cruisers.
 
 
Their main purpose is [[EWAR Guide|EWAR]], but their uses vary from race to race.
 
  
 
== Amarr ==
 
== Amarr ==
Drones for DPS, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, the Pilgrim, does not get a neut range bonus and is therefore limited to roughly 12km neut range, while the Curse can neut at about 36km with recon 5 and best named/T2 neuts.
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Amarrian recon ships are bonused for combat drones, energy neutralizers, and tracking disruptors. The neutralizers are the primary reason that these ships are deployed in battle. While both ships have powerful neutralizer bonuses, the combat-focused Curse has larger bonuses to range and is thus a much safer platform. Also, somewhat confusingly, Amarrian Recons have more mid slots than low slots and so are commonly found Shield-tanked rather than armor-tanked.
  
* {{sh|Pilgrim}}
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* Force Recon - {{sh|Pilgrim}}
* {{sh|Curse}}
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* Combat Recon - {{sh|Curse}}
  
 
== Caldari ==
 
== Caldari ==
Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game. The Rook can fit 5 missile launchers and a full flight of light drones; the Falcon can cloak, but only gets 3 guns and 2 drones.
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Caldari recon ships have the strongest bonuses to ECM jammers in the game, and can thus be extremely disruptive force multipliers. While the Rook can field a full compliment of launchers and drones, neither of these ships is considered a serious damage-dealing threat. To maximize ECM applications, these ships sometimes have no defenses at all, and survive only by staying outside the enemies' effective range. Game changes which made jammed ships able to target the ECM ship which has jammed them (but nothing else) have made the Rook and Falcon less popular as battlefield tools, but the Falcon works well as a cyno ship.
  
* {{sh|Falcon}}
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* Force Recon - {{sh|Falcon}}
* {{sh|Rook}}
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* Combat Recon - {{sh|Rook}}
  
 
== Gallente ==
 
== Gallente ==
Bonuses to sensor dampening, and to warp disruptor/scrambler range. Recon 5 gives the pilot 18km scram range and 48km disruptor range without overheating (for Tech 2 mods). The Lachesis will usually forgo its Ewar in favor of a heavy shield tank, while the Arazu is primarily armor fit.(Arazu has an extra low slot in exchange for 1 less mid and high slot)
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Gallente recons have bonuses to remote sensor dampeners, and the range of [[Tackle|warp disruptors and scramblers]]. Their capacity for very long-ranged tackling makes them extremely dangerous ships in small gang situations, as they can pin a primary target to the grid from long range. The Arazu also has particular potential as a covert ops cyno ship, since it can tackle a target easily and safely and then cyno in stealth bombers and black ops battleships. These ships may be found shield or armor-tanked.
  
* {{sh|Arazu}}
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* Force Recon - {{sh|Arazu}}
* {{sh|Lachesis}}
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* Combat Recon - {{sh|Lachesis}}
  
 
== Minmatar ==
 
== Minmatar ==
Extremely long-ranged webs (normal Tech 2 webs fitted on these ships reach about 40km with Recon level 5 -- before [[overheating]]!) and bonuses to target painter strength. The Huginn is the combat recon and has projectile weapon bonuses, while the Rapier is the force recon and has missile bonuses.
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Minmatar recons bring two offensive support tools to the table: extremely long-ranged webs, and amplified target painters. The long-ranged webs make the Huginn an excellent force-multiplier for gangs fighting small, fast opponents. The Huginn fits projectile turrets and has bonuses which permit reasonable DPS, while the force recon Rapier fits missiles. Both are usually shield-tanked. The target-painting bonuses are rarely used, as the T1 Vigil and Bellicose can provide near-equivalent target painting at a fraction of the cost.
  
* {{sh|Huginn}}
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* Force Recon - {{sh|Rapier}}
* {{sh|Rapier}}
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* Combat Recon - {{sh|Huginn}}
  
 
== Special Edition ==
 
== Special Edition ==
Extremely polyvalent, the Enforcer is the only non-AT Special Edition Force Recon for the moment, it's reping power increasing with the security status of the pilot handling it.
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The CONCORD Enforcer comes with CovOps cloaking, bonuses to both web and warp disruptor range, and the ability to choose any form of weapons to fight with. It also gains the CONCORD bonus of amplified local shield and armor repair modules, based on the pilot's Security Status.
 
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* Force Recon - {{Sh|Enforcer}}
* {{Sh|Enforcer}}
 
  
 
== See Also ==
 
== See Also ==
 
*[[Electronic warfare]]
 
*[[Electronic warfare]]
 
*[[Cruisers]]
 
*[[Cruisers]]
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[[Category:Ships]]

Revision as of 15:15, 3 November 2021

Recon Ships are cruiser-sized electronic warfare and (true to their name) reconnaissance platforms. Recon Ships are divided into two types, with similar sets of core EWAR abilities but different secondary roles:

  • "Force Recon" ships can fit Covert Ops Cloaking Devices, and thus warp while cloaked. Furthermore, Force Recon ships are also capable of fitting both standard and covert Cynsural Field Generators, allowing them to bring in either a covert ops hit squad, or a fleet of capital ships to reinforce a battle. This makes them a high-priority target in many battles.
  • Combat Recon ships have superior weapons, electronics, and defenses. While they cannot fit a covert ops cloak, they cannot be detected by Directional scan, a unique ability in the game that makes them an unpleasant surprise for opponents. A number of these ships, such as the Curse, are famous hull names that can quickly cripple most ships.

While Recon ships have declined in popularity somewhat due to the flexibility of Tech 3 Strategic Cruisers, which can fit a cloaking subsystem and sometimes an EWAR system too, they are used in capital warfare, where their cyno capabilities become essential, and in large fleet fights, where they are easier to replace than T3 cruisers.

Amarr

Amarrian recon ships are bonused for combat drones, energy neutralizers, and tracking disruptors. The neutralizers are the primary reason that these ships are deployed in battle. While both ships have powerful neutralizer bonuses, the combat-focused Curse has larger bonuses to range and is thus a much safer platform. Also, somewhat confusingly, Amarrian Recons have more mid slots than low slots and so are commonly found Shield-tanked rather than armor-tanked.

Caldari

Caldari recon ships have the strongest bonuses to ECM jammers in the game, and can thus be extremely disruptive force multipliers. While the Rook can field a full compliment of launchers and drones, neither of these ships is considered a serious damage-dealing threat. To maximize ECM applications, these ships sometimes have no defenses at all, and survive only by staying outside the enemies' effective range. Game changes which made jammed ships able to target the ECM ship which has jammed them (but nothing else) have made the Rook and Falcon less popular as battlefield tools, but the Falcon works well as a cyno ship.

Gallente

Gallente recons have bonuses to remote sensor dampeners, and the range of warp disruptors and scramblers. Their capacity for very long-ranged tackling makes them extremely dangerous ships in small gang situations, as they can pin a primary target to the grid from long range. The Arazu also has particular potential as a covert ops cyno ship, since it can tackle a target easily and safely and then cyno in stealth bombers and black ops battleships. These ships may be found shield or armor-tanked.

Minmatar

Minmatar recons bring two offensive support tools to the table: extremely long-ranged webs, and amplified target painters. The long-ranged webs make the Huginn an excellent force-multiplier for gangs fighting small, fast opponents. The Huginn fits projectile turrets and has bonuses which permit reasonable DPS, while the force recon Rapier fits missiles. Both are usually shield-tanked. The target-painting bonuses are rarely used, as the T1 Vigil and Bellicose can provide near-equivalent target painting at a fraction of the cost.

Special Edition

The CONCORD Enforcer comes with CovOps cloaking, bonuses to both web and warp disruptor range, and the ability to choose any form of weapons to fight with. It also gains the CONCORD bonus of amplified local shield and armor repair modules, based on the pilot's Security Status.

See Also