Caldari ships

In addition to these specifications, every ship has three levels of power slots: It's cheap, and is often the first ship bought by novice Caldari pilots for running kill missions. Caldari ships reflect their origins in a dispassionate corporate culture, one more concerned with ends than the means necessary to reach them. These modules will restore, extend, or increase the resistance of your shields. I'm not trying to propose what kind of module this is, only sugesting we need one. Some mid slot modules share purposes with low slots, but the details of their use differ.

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In any case, scoff at a post-Incursion Hawk at your own peril! The Buzzard covert ops ship is specialised for scouting, probing and deploying cynosural fields. It has limited use as a combat ship, especially given its extreme vulnerability and considerable cost. The Manticore was widely regarded as the best stealth bomber until Revelations 2.

It still packs a wallop, but is also fragile. It is worth mentioning that the Manticore's CPU output is considerably better than the other bombers. The Kitsune is the Caldari electronic attack ship. A good ship for decentralizing EWAR resources within a fleet, it features a host of bonuses to ECM target jammers, and five med slots, which is fairly astounding for a frigate.

So while frail and completely unimpressive when it comes to firepower, the Kitsune can be a major problem to get rid of for any lone pilot within its range, and a major asset to any small gang. The Kitsune perfectly demonstrates and complements the power of frigate gangs in PvP. The Kitsune also posesses considerable speed for a Caldari vessel, able to surpass 2.

Despite these advantages, the Kitsune is somewhat handicapped by its poor lock range, forcing it to either move in close or compromise its EWAR for sensor boosters. Caldari Interceptors include the Crow and the Raptor. Without question the most popular interceptor in Empire space, if not all of EVE, the Crow is actually one of the slowest in base max velocity.

What makes the Crow so appealing to many pilots is its ease of use: Frequently ignored completely by Caldari interceptor pilots, the Raptor suffers from two facts that make it hard to justify using instead of a Crow: The Raptor is however a Game mechanics changes have also given this overlooked ship a marginal increase in optimal range of tackling gear.

The Cormorant, the Caldari destroyer , is a lot of bang for the buck. At a cost of slightly less than one million ISK and with the destroyer bonuses to optimal range. Unlike most missile-heavy Caldari ships, it can fit up to seven turrets and only one missile launcher, which even in the hands of a relatively new player can inflict massive damage from far away — in the hands of more-experienced players, the Cormorant will make lunchmeat out of frigates.

Unfortunately, the Cormorant suffers from the weak tank typical of a destroyer, meaning that a pilot is forced to use the ship's range bonuses, as it can get ripped apart if an opponent gets close. Starting miners also find it useful, both for its ability to mount multiple miners as well as its large cargo bay m 3.

For the frigate skill levels 3 or 4 you will pull somewhat more ore per minute using 5 named lasers on a Cormorant than a Bantam , although the next step, the tier 1 cruiser Osprey , surpasses the Cormorant in mining capacity with its mining bonus.

And like all destroyers, it is also a useful platform for salvaging. However, the Cormorant's single low slot makes it fairly unpopular as a dedicated salvager. Like other interdictors , Flycatchers are valuable tools for controlling 0. With an all-missile setup, a 'Catcher can fly fast and still hit its target, and is also cheaper than Sabre , making it useful for intensive combat with high loss potential. Its excellent missile capabilities are somewhat countered by a high mass and poor agility, though the latter has been improved in recent game patches.

With four medium slots , it is capable of several distinct configurations, such as a dual- webifier configuration. It has also seen some use as a specialized " Ragnarok tackler", i. A cheap, mass-produced cruiser, the Osprey is a favourite amongst cash-strapped pilots. It is a capable miner and hauler, and can do light ratting on the side. The "little Scorpion," a Blackbird pilot's life is often brief and glorious — being fairly effective at Target Jamming ships much larger than itself, the Blackbird often attracts the attention of deeply annoyed battleship pilots who find themselves unable to lock anything.

This, combined with the lack of any meaningful tank results in the blackbird frequently being primaried. The Caracal is a powerful missile boat, being able to fit 5 Heavy Launchers with ease. However, this raw DPS comes at a price, as though it has 5 medium slots , its low CPU makes shield tanking difficult — equipping one of the two low slots with a coprocessor is required to fit both a speed module and a shield booster — and it has exceptionally low armor. Being a missile ship, it generally needs tackling support to hit fleeing ships.

It is capable of dishing out a fair amount of DPS , if perhaps not as much as a turret -based ship, but since missiles don't have to worry about angular velocity or accuracy falloff , a Caracal has advantages in certain situations. In PvP , Caracals can be a very popular and cheap to replace anti-support vessel when mounted with Assault Launchers. A pack of these can be effective in bringing down drones and slow-moving frigate-sized vessels given that they aren't tanked heavily, usually a difficult task.

Caracals often die fast enough in large fleet combat that the travel time of the missile actually has a significant impact on the ship's damage efficiency. The Moa is a very different ship than the Caracal, with superior defenses, more turret hardpoints , and fewer launcher hardpoints.

Eschewing damage bonuses in favor of a hybrid turret optimal range bonus and a shield resistance bonus, the Moa becomes more of a turtle than a typical damage-dealing gunboat. It's slow, but if it can maintain range, it will be able to deal unanswered damage.

Unfortunately, the Moa's big price tag nearly twice as much as a Caracal and the fact it has relatively poor powergrid for a ship designed to use railguns means it is not as frequently used.

The Caracal's big brother, the Cerberus is a super-destructive missile-spewing ship. It is extremely useful in PvE , as it provides a more extensive tank in addition to its improved damage-dealing abilities. Its small gang PvP ability is also considerable, as long as the enemy you're shooting at isn't too mobile. With recent increase in agility for all Caldari ships, a high-speed nano configuration for Cerberus has become a deadly option. The Moa's big brother, a sniper ideal for taking out support ships in PvP fleet battles.

Often an underrated Heavy Assault Ship, when used correctly the Eagle will strike fear into all but the coolest-headed support ship pilots. Though it has only a single damage bonus, which takes more time to increase because it depends on the Heavy Assault Ship skill level of the pilot, it receives a double range bonus for all hybrid weapons, which together with tracking enhancers and computers, for which room is plentiful, mean that this ship can easily shred foes at kilometers plus.

Even when using a fit more emphasizing on damage, the Eagle easily has twice the range of ships its size. The Onyx is the Caldari Heavy Interdictor , a ship type more frequently found in null-sec space than elsewhere. With a menacing black hull, red markings and arguably the best combination of features of any Heavy Interdictor, the Onyx is an intimidating sight.

Not only does it have enough med slots to both put up a well-performing shield tank and throw in some speed and EWAR modules, but it also has four low slots that allow it to power those modules continuously, and a considerable bonus to shield resistances as well. Add to this damage and velocity bonuses to heavy missile launchers, both regular and assault, and the standard range bonus to interdiction spheres per Heavy Interdictor skill level, and one understands what makes this ship so ferocious.

Probably the best shield-reinforcing vessel in the game, the Basilisk sees a bit more use than its other Logistics counterparts, as the Basilisk is one of only two non-capital ships that can reinforce the shields of a Player Owned Station. It can also be used in PvE to reinforce a high-end missioning Raven rather well. Its use in PvP requires forethought and planning — often it will be targetted before the ships it would reinforce. Caldari Recon Ships include the Falcon and the Rook.

The Falcon is arguably the most feared of the Caldari EWAR vessels, simply because the Falcon packs a cloak — you may not know it is there until it is too late to stop. Once uncloaked, it is capable of deploying its ECM jammers with speed and at astounding ranges.

This tactic of waiting until one's targets are occupied, and then jamming them into disorientation while other pilots finish them off gives the Falcon somewhat of an advantage over its brother, the Rook , whose remarkable jamming strength it also shares.

However, Falcon pilots must be on the alert for opponents suddenly beginning to turn their attention in their direction, or risk not being able to cloak and pick their next fight. Capable of reaching a jamming strength beyond any other vessel, from a range that few ships can match, the Rook is a fair rival to the Scorpion for the title of "Champion of ECM.

However, the recent changes giving this ship higher damage and a 25m3 drone bay, coupled with its already generous slot layout has made the Rook a viable choice over the Falcon. While lacking the cloak it has much higher firepower, which can make all the difference as both ships now engage at drastically shorter ranges than they used to.

The Caldari Tech III Cruiser is generally considered the best choice for doing PvE content; the combination of shield tanking and the versatility of Missiles makes the Tengu very desirable against a myriad of enemy targets. Tech III cruisers are designed to be modular; utilizing a base hull which has 5 special Subsystem slots, the cruiser can be customized to do anything a player may want with the click of a button. Using a Shield Booster Subsystem with a high damage Missile subsystem will make the cruiser very good for PvE content, when, while docked, the player can switch it to a Covert Recon type configuration, which can mount a Covert Cloak.

Still, if you need versatility at a moments notice and want to fly one of the most powerful Cruisers in the game, the Tengu is the optimal ship for you. The Drake was added in the Revelations patch, boasting one of the most impressive combinations of tank and firepower in the battlecruiser class.

Capable of mounting seven Heavy Missile Launchers , the Drake can swat NPC ships aside with ease, while using none of its considerable capacitor to do so allowing the Drake's resistance bonuses and other systems to be further supported.

Drakes are great for small fleet actions, as long as they're supported. But, as with all missile boats, it's not so hot when trying to fling its arsenal at dying ships in much larger battles. Like the Moa and Merlin before it, the Ferox forgoes a damage bonus in favor of a range one.

It can, in fact, surpass km ranges when fitted with mm Tech 2 railguns, but it has limited use as a sniper ship due to its low damage. Nevertheless if you ignore the railgun range bonus, the Ferox does have 5 launcher hardpoints allowing it to fit 5 heavy missile launchers, 1 tractor beam and 1 salvager making it a nice level 3 mission runner. The Ferox can be passive tanked almost to the level of the Drake, but overall is not worth the effort if a Drake is affordable.

Caldari Command Ships include the Nighthawk and the Vulture. The Nighthawk is a dedicated missile boat and has bonuses specifically designed to damage smaller targets better. Like all Command Ships it has an incredible tank, able to withstand huge amounts of punishment. As the Field Command ship of the Caldari, it understandably sports massive firepower, with six out of seven high slots dedicated as launcher hardpoints, and bonuses to both missile launch rate, damage and precision.

Basically, it's a Drake, sharing base speed, bonuses and with many other attributes laying close to the Drake's. But it's a Drake with T2 resistances and more punch, making it far more fearsome. The Vulture is a dedicated railgun boat and its bonuses are designed to allow it to support long range battleships.

Its use of gang modules can provide extra resistance or better shield tanking ability. While the resistances can be useful in long range PvP fights, the bonuses make them more useful for supporting either capital ships or small roving gangs. In conclusion, the Vulture is meant to do one thing, namely to sit back and pick off targets with its railguns, which can easily reach far in excess of km, while turning most Caldari- and Minmatar-based gangs into veritable steamrollers, able to outlast all but the most dedicatedly tanked opposition.

The powerhouse of the Caldari Navy, the Raven can inflict very impressive amounts of damage in a battleship conflict. While its damage capability has waned in the last few expansions, the ship is still capable of anchoring a small gang with solid damage and respectable tanking ability, owing to its 6 launcher hardpoints and 2 other available high slots.

Even if something is not 'meant' to be used on a class of ship, with clever balancing and the right support equipment, it's still possible to bend the lines. Training levels in the Engineering Skill can increase the available Power Grid in all ships a pilot owns. Training levels in Electronics skill can increase available CPU. Your ship also has a Capacitor. When you go to warp or use a piece of equipment which we call ' modules ' in this game , your Capacitor gets drained.

It recharges on its own, and there are modules that can modify most aspects of the Capacitor. As the CPU and Power Grid govern what you can put on your ship, the Capacitor dictates how often you can use modules and warping. There are several ways to improve capacitor recharge and capacity, including Cap Recharger , Cap Power Relay, Cap Injector, Nosferatu or Vampire and Cap Battery modules, and most of the Engineering section of the skills list help with recharge, consumption and capacity of the ship's capacitor.

Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay. In addition to these specifications, every ship has three levels of power slots: Every piece of equipment fits into one of these, so how many a ship has is important.

If you have the CPU and Power Grid to use something, you might not have enough slots to use alot of them. Every module fits into a high, medium, or lower power slot. Here is a general summary of what kind of equipment goes into each slot.

The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed. These are usually the biggest Capacitor users. Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires they drain Capacitor energy from an enemy and give it to you , and Smart Bombs which explode in a radius around your ship. You can only mount a weapon if you have a free high slot, as well as the right hard point.

Medium modules are usually activated. They can cover a wide variety of non-damage applications.