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:
 
'''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:
* 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. They are one of the few ship types capable of fitting Cynosural Generators: do not underestimate their backup, and remove them from the battlefield as soon as possible.
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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.
* Combat Recon ships have superior weapons, electronics, and defenses. While they do not have cloaking (as once the ship is in combat, cloaking technically becomes useless), they instead cannot be detected by [[Directional scan]]. A number of these ships like the Curse are famous hull names that can quickly cripple any ship, and are very scary to see on grid with you, and what's worse, due to their D-scan immunity it is very hard to see them coming.
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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.
  
While Recon ships have declined in popularity somehwat due to the flexibility of Strategic Cruisers or T3Cs (which can fit a cloaking subsystem and sometimes an EWAR system), Recons are used in a capital fleet environment where their Cyno capabilities become essential, along with seeing use in large fleet fights where they are easier to replace than T3Cs.
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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.
  
 
== Amarr ==
 
== Amarr ==
Amarrian recon ships feature a mixture of combat drones, energy neutralizers, and tracking disruptors. While both ships have powerful neutralizer bonuses, the combat Curse has larger bonuses to range and is thus a much safer platform. Also, somewhat confusingly, Amarrian recon ships are commonly found Shield-tanked rather than Armor-tanked (as a result of their many Mid and few Low slots).
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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.
  
 
* Force Recon - {{sh|Pilgrim}}
 
* Force Recon - {{sh|Pilgrim}}
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== Caldari ==
 
== Caldari ==
Caldari recon ships have the strongest bonuses to ECM jammers in the game, and can thus be extremely disruptive ships on the field. While the Rook can field a full compliment of launchers and drones, neither of these ships is considered a damage threat. To maximize ECM applications, these ships sometimes have no defenses at all, and survive only by staying outside the enemies' effective range. Due to changes which made ECM ships vulnerable to their target (previously the enemy could target nothing at all, not even the attacking ECM ship), they are no longer as popular EWAR platforms and are more popular as a strong cyno ship.
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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.
  
 
* Force Recon - {{sh|Falcon}}
 
* Force Recon - {{sh|Falcon}}
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== Gallente ==
 
== Gallente ==
Gallente recons have bonuses to remote sensor dampeners, and the range of [[Tackle|warp disruptors and scramblers]]. This makes them extremely dangerous ships in small gang situations, as they can choose individual targets and all but ensure their death. These ships may be found shield or armor-tanked.
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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.
  
 
* Force Recon - {{sh|Arazu}}
 
* Force Recon - {{sh|Arazu}}
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== Minmatar ==
 
== Minmatar ==
Minmatar recons bring two offensive support tools to the table: extremely long-ranged Stasis Webifiers, and amplified Target Painters. This makes them very good at selecting enemy ships for destruction by their allies. The combat Huginn fits projectile turrets, while the force Rapier fits missiles.
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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.
  
 
* Force Recon - {{sh|Rapier}}
 
* Force Recon - {{sh|Rapier}}
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*[[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