Category — Ship Reviews
Review – Vexor
The first Gallente ship I review, bet it’s critical to lure you Caldari pilots over…
Hey just kidding, but seriously, this ship can be really well fitted for tank, gank, or an in between of both. I used a fairly old setup suggested by BattleClinic, plating, blasters, drones, etc; it is the standard Gallente setup. But this ship is very versatile, having 100m3 of drone space, you can throw anything from ECM to sentries to light scout drones in if you so wish. Your opponent is in for a surprise because they don’t know what to expect. You may launch ECM’s out, and when you get close enough, send out those Ogres!
I have seen suggested builds with spider tanking gangs, where the members fit a RAR (remote armor repairer) and have everyone watch listed. Whoever is receiving a lot of damage or is hurting will be remote repaired by 6 or 7 other ships. It is called spider tanking because like a spider web, it is hard to break when they are linked together. I personally prefer smaller gangs or going solo. In this case if you fit a RAR, it’s useless, so a medium armor repairer is a must!
The high slots range from a mixture of nosferatus and neutralizers to medium blasters or railguns. Medium guns get bonuses, but at times if you want more tank and fit a 1600mm plate, light guns are the only way to go. If using a nos or neut setup, a few mediums will fit with some adjustment to the rest of the ship.
Medium fittings often include a 10mn afterburner because this ship is quite slow. A fellow corp mate described this ship as a snail, but I don’t remember as to the speed or model. Back on topic, PvP modules, a web and scrambler, uses the last two slots. I have been quite resourceful in the past and invested in those webbing drones, they certainly are coming into handy now! Save a mid slot for a cap recharger, ECM, drone navigation, or whatever you want. The webbing drone also has a much better range than webbifiers too!
Lows will fit you a medium armor repairer, a pair of EANM (energized adaptive nano membrane), and either an 800mm or 1600mm plating depending on if you choose big guns or smaller guns or medium or light nos and neut. That little buffer should keep you alive for an additional 1 to 5 minutes depending on who you are fighting, and that’s sometimes enough to last a little bit longer against that other guy.
Now on to the most important part of the ship, the drones! A lot of pilots will call this ship the baby whale, or the Mini-Domi in comparison to the Gallente battleship Dominix. Both are drone carriers (don’t get confused with carriers and motherships) and both have similar characteristics, in the bonuses that they give out and their looks. Sporting a 100m3 drone bay means carrying 4 large hulled drones, 10 medium hull size drones, or 20 small hull sized drones. Ya I know you won’t want to carry 20 Hobgoblins, but this simply means you have room to hold extra drones in case the first ones go pop, or an assortment of them to deal specific damage (though I ultimately believe Gallente drones out damage all others due to their damage multiplier) or to do a specific job.
Who needs a tank when you ECM the opponent? If you are in a fleet, blow the signature radius of these ships to the size of a moon so the battleships can one volley it. Neutralize it’s capacitor, web them and keep them in place. What you want to do is up to you, just be creative and use your resources wisely.
There is another way to tank while still gank for quite a bit. Use 3 heavy, 2 medium, and 1 light armor repair drones while you fit medium sized guns, magnetic field stabilizers, EANMs, and the rest of the tackling stuff. Your opponent will be mystified on how your tanking as they usually have drones turned off in their overview…
I recently battled another corp mates passive Caracal and just dominated. He had a well built tank and good missiles, but my drones and guns he couldn’t stand up to. While his shields sunk, at times it looked like my tank was failing, but is immediately repaired every few seconds but the trusty medium armor repairer. Yay a test battle is won!
Use your shield as a buffer while you approach the target, unleash your drones, and seize victory!

[expand title=Technical Specs:]
- 5% bonus to medium hybrid turret damage
- 10% bonus to drone hitpoints, damage and mining yield
- Default targeting range is 52 km with 5 locked targets
- Velocity is 170 m/sec with 100 m3 of drone capacity
- Armor hitpoints is 1485
- Capacitor amount is 1250 and recharges in 446.25 seconds
- Power grid is at 675MW, 270ft of CPU, and 400 calibration points
- There are 5 high slots, 3 medium slots, 4 low slots, and 3 rig slots
- 0 slots for launchers and 4 for turrets[/expand]
Suggested Role: Solo PvP fights
[ratings]
September 9, 2008 1 Comment
Review – Rokh
Rokh, the shiny expensive hybrid toy.
Amazing, yet you don’t see it in service as much as some of the other battleships, like the Raven. Why? Well, there are several reasons:
1. It’s shear expensiveness. The ship itself sells for about 110 million on market, about 20-30 million more than the Raven. Plus insurance and buying good fittings for it, that will in all put a 180-200 million ISK hole in your wallet. And since some people don’t know how to save ships from death, they don’t want to risk loosing their money.
2. It’s a very skill intensive ship. To pilot this beast it effectively, a lot of skills are needed. They include many gunnery skills trained up to at least level 4, along with some shielding skills, engineering skills, and electronic skills up to at the lowest 3.
3. It’s rails turn a lot of people away since most Caldarians like the traditional style of combat, which is hurling missiles. A majority of players trained up for heavy missiles, then cruise launchers because all we fly are Drakes, Ravens, Caracals, and the Kestrel frigate. These would be considered to be some of the more powerful ships to fly and easier to use. Velocity times flight time equals distance. With guns there are tracking speed, radial velocity, transversal velocity, radial velocity, velocity, signature radius, and finally you can figure out the gun’s optimal range.
But through this all, why do some people still purchase this ship? Let me tell you. The ship itself is very strong once the battleship skill reaches 4 or 5. Then the built-in tank works very well at 20-25 plus percent; its like a free invulnerability field built in! The range bonus help the massive guns reach ranges of 150 to 200 kilometers where you can pick ships off.
With this in mind, it takes the enemy a while before they can actually come close enough and hit you. A good word of warning though, when some ships get very close (less than 10km), it is nearly impossible to hit them. That’s when drones are essential, especially tech 2 drones because they do a lot more damage. Maybe fitting a nos on one of the high slots will dry off that pesky interceptor or frigate.
The tactic that I suggest with this ship is to first pick of and thin out the frigate fleet before they come too close and are orbiting too fast for your turrets to track or their transversal are too high to hit them for full damage with your guns. If you don’t take them out fast enough and they scrambled then that’s when things will go to hell. Make sure you focus fire on ships because each ship with 1 hitpoint does the same amount of damage and can still be as dangerous as a ship with 1000 hitpoints. Not only this but then it’s easier to kill them as they are recieving more DPS and can not tank, boost, or repair as if you split the damage two or three ways.
Then after the frigates are taken out and come too close, throw your drones on them and start hitting the battleships with the target painters on them to do full damage. By the time that the battleships are taken down, your tank should be able to hold much better and then the drones are taken out too! Remember that whenever you can warp at 100km, do it, because put some iron charges in and this way you don’t have to worry about getting hit, at least for a little while.
This ship definitely gives awe simply by its presence, especially in the some of the beginner systems, since it’s rarely spotted. It you are the pilot of this ship, join a fleet with some corp members and just go blasting the enemy away. One thing, I wouldn’t take this exotic ship through unfamiliar territories though, it’s far too expensive for most people to throw away. Well, unless you are a multi-billionaire.

[expand title=Technical Information:]
- 10% large hybrid optimal range per level
- 5% shield resistance per level
- Default targeting range is 90 km with 7 locked targets
- Velocity is 110 m/sec with 50 m3 of drone capacity
- Shield hit points is 8500 and recharges in 2500 seconds
- Power grid is at 15000MW, 780ft of CPU, and 400 calibration points
- There are 8 high slots, 6 medium slots, 5 low slots, and 3 rig slots
- 4 slots for launchers and 8 for turrets[/expand]
Suggested Role: Level 4 missions, solo or in a fleet
[ratings]
September 7, 2008 4 Comments
Review – Raven
The Raven is an excellent ship for any aspiring Caldari pilot. It has got missile and hybrid turret capabilities.
Though it is all around a good ship, it sometimes is just not fit for the job at hand. In a fleet, it works great, either taking turns tanking the enemies or dealing massive amounts of damage. That’s no problem. But when you travel solo and want to PvP, that’s a totally different story. The ship itself is shield tanked which means you would have to sacrifice some tank for the ability to hold down the target ship and keep them there.
The Raven is usually looked upon as the best ship to do level 4 missions based on these criteria; first is the low skill point amount that you can fit a good and specific tank and DPS setup onto the NPCs. Secondly the ship can deal quite a bit of damage with out trying to figure out the hit/miss rates of turrets. And lastly, there is little micro-management for all those people who are a bit lazier that others, since perma-setups are easy to fit.
This is how most missions usually go. While you are warping in, before the enemy starts shooting at you, you need to start your shield hardeners and try to get as much resists on the coming damage as possible. Then start with locking the cruisers and start shooting, boost your shields every once in a while after its down to 70%, and repeat this. At least until the capacitor runs dry. You must focus on the cruisers first since they are the ones that do the most damage.
Now that a few of them are gone, it is time to start hitting on the frigates with your drones, and launch those cruise missiles at the battleships. Send out your medium sized drones after the frigates and heavy drones against HACs (Heavy Attack Cruisers). The large cruise missiles will do very little damage to them because the frigates are so close and are orbiting around you very fast, just let your drones do the job and go keep hitting the battleships. Make sure you are still boosting your shield once it drops down to about 70%.
Now this is the ideal situation. Now if you don’t have a good setup going on or are overwhelmed by all the ships, you often find yourself yelling at the computer for the ship to line up quicker and initiate warp while the armor is quickly taken away.
Still, the Raven is a ship that many Caldari pilots should look forward to flying. Don’t worry about losing it because as long as you have it insured and fit it well!

[expand title=Technical Information:]
- 5% bonus to cruise and siege launcher rate of fire
- 10% bonus to cruise missile and torpedo velocity
- Default targeting range is 75 km with 7 locked targets
- Velocity is 115 m/sec with 75 m3 of drone capacity
- Shield hit points is 7500 and recharges in 2500 seconds
- Power grid is at 9500MW, 700ft of CPU, and 400 calibration points
- There are 8 high slots, 6 medium slots, 5 low slots, and 3 rig slots
- 6 slots for launchers and 4 for turrets[/expand]
Suggested Role: Soloing level 4 missions
[ratings]
September 4, 2008 4 Comments
Risen From The Ashes
It was hard to find more crew and to get those named and tech 2 modules, especially with the war going on against the Gallente. So no modules, or a good sized crew, it’s time to research some more ship setups…
So after a bit of looking back at my posts and ship reviews, I decided to go more into detail about some of the ships. For an example, the Ferox, didn’t get a whole lot written about it. And another, the Raven, I have discovered a much more stronger and efficient tank for all of those of you who love to do missions!
Stay tuned, and check out some of the ship reviews! I will also be expanding the assortment of ships to include Gallente ships, starting with some of the smaller frigates. Reviews will now also include it’s
suggest role, tactic, and any other notes about it’s setup. If you would like me to add any other technical information of any of the ships, just give me a shout out here. You may also find ship review navigation bars soon for the ease of access between each!
Most of the ships I review are just temporary ships, and most of the time I choose not to keep them. If you are interested in a certain ship or setup, I would be glad to talk to you in game and perhaps even contract it all to you!
I hope you continue to visit the website, read the blogs, share your thoughts in the chat, and participate in the surveys!
Thanks everyone.
August 31, 2008 1 Comment
Review – Raptor
So remember when I bought the super fast and super awesome Crow? It was also an interceptor class ship so I thought maybe the Raptor may be of some use to me. And after all the articles that I have read about other people’s experiences with it, you would think I would have listened to them and not have bought the ship. Well I didn’t.
There are several huge flaws with the overall basic design of the Raptor. It is a very close range ship to deal ginormous amounts damage – but this means you can and will be webbed by others. The amount of powergrid that is available isn’t enough to fit the most juiciest guns – now you must sacrifice a low slot to fit a micro auxiliary power core instead of an overdrive. If you try to go long range your DPS drops extraordinarily, less than half of what you can do if you fly closer – which leaves you unable to kill the target. And either way, being close or far, you can’t go fast enough to avoid the damage of missiles – therefore fitting a MWD will increase your signature radius too much and still be slow enough to be hit by larger missiles.
I had prospects of this ship out doing the damage of the Crow by 3 times, but somehow that just never happened, because halfway through the battle the Raptor would have half of it’s shield eaten already. Then a minute later it’s down to armor and time to haul ass. Not enough time to kill the intended target. This is one ship that would truly fit under the category of the “expensive tackler”.
One way to get some success is to hope the enemy doesn’t have a web equipped. And for maximum effectiveness, use an afterburner to keep your signature radius down and speed some what up. Orbit at 4000m and fire all of your neutron blasters. At times you can gank the opponent before your shields rot out; then at other times it’s seeing your ship falling short of it’s goal; and then at other times it is just at an arms race with your foe.
It would be a wise decision not to purchase this spacecraft. If there was a no joke dog fight between the two Caldari interceptors, the Crow will tear the Raptor a black hole and send it back into the Jurassic period where maybe then, it will finally reign on top.
[expand title=Technical Specs:]
- 5% bonus to small hybrid turret damage
- 10% bonus to small hybrid turret optimal range
- 5% reduction in signature radius
- 5% bonus to warp scrambler and warp disruptor range
- 80% reduction in propulsion jamming systems activation cost
- Tech 2 ship – Increased thermal damage resistance
- Default targeting range is 25 km with 4 locked targets
- Velocity is 415 m/sec with 0 m3 of drone capacity
- Shield hitpoints is 493 and recharges in 625 seconds
- Power grid is at 26MW, 150ft of CPU, and 400 calibration points
- There are 4 high slots, 3 medium slots, 3 low slots, and 2 rig slots
- 2 slots for launchers and 3 for turrets[/expand]
[expand title=Blasters Setup:]
- 3 Light Neutron Blaster
- 1 Rocket Launcher
- 1 1mn Afterburner
- 1 Warp Scrambler
- 1 Cap Recharger
- 1 Micro Auxiliary Power Core
- 2 Overdrive Injector[/expand]
[ratings]
August 22, 2008 3 Comments
Review – Crow
What’s the fastest ship in EVE? While I’m not sure about that, I am sure that the Crow is up there.
This ship has rekindled my spirit to fly small ships again. It gave the the thrill to be able to dodge missiles and bullets. The ability to make someone really steamed when you bump them out from the asteroid they are trying to mine and prevent them from jumping into the next system.
In the fleets and gangs of low-sec space you will almost always find one or two interceptors. And among all those ships you will likely to see the Crow. It’s definitely a ship with great potential. I say potential because just a few days after I could fly the ship I met a pilot who knew nothing about fitting it. What good is a ship if it’s not used by someone incapable of flying it?
I should mention that this ship isn’t really used for missions or PvE. In fact most interceptors shouldn’t be use in missions. Complexes, yes; missions, no. Interceptors are for those 1 vs 1, 1 vs 2 , and occasionally the 1 vs 3 battles. If there is anymore enemies fighting you at a time you will indubitably die.
Why? It is because your speed and transversal velocity is your savior, they are the game mechanics that allows you to be able to negate a lot of the damage from missiles and bullets. And since transversal velocity is high when you are at a higher speed in your orbit around the target, the opposite will occur to other opponents, which then means that they can hit you. And then kill you.
Also as a side note, most interceptors will have a hard time going against a well tanked cruiser class ship so don’t try to engage in a battle against a battlecruiser or battleship. Try to aim for targets in smaller ships.
Several drawbacks with the Crow are it’s low hit points, orbit must be dead on, and ease of countability. The ship isn’t meant to take the full damage of 10 cruise missiles or torpedoes. So while it heads to the target, that is when it is most vulnerable. And in order to prevent that damage from getting through your shields you also must get into the right orbit distance so you can scramble the others engines, fly as fast as possible, and try to negate most of the damage the other ship is throwing at you.
I am loving my Crow and so far it had been awesome to pilot it. Time to join the ranks of the solo pilots.

[expand title=Technical Specs:]
- 10% bonus to kinetic missile damage
- 5% reduction in signature radius
- 10% bonus to missile velocity
- 80% reduction in propulsion jamming systems activation cost
- Tech 2 ship – Increased thermal damage resistance
- Default targeting range is 36 km with 4 locked targets
- Velocity is 425 m/sec with 0 m3 of drone capacity
- Shield hit points is 528 and recharges in 625 seconds
- Power grid is at 35MW, 150ft of CPU, and 400 calibration points
- There are 4 high slots, 3 medium slots, 3 low slots, and 2 rig slots
- 3 slots for launchers and 2 for turrets[/expand]
[expand title=Can't Touch This:]
- 3 Standard Missile Launcher
- 1 1mn MicroWarpdrive
- 1 Warp Disruptor
- 1 Cap Recharger
- 3 Overdrive Injectors[/expand]
[ratings]
August 15, 2008 4 Comments
Review – Harbinger
Some pilots call it the Harb, some call it the Binger and some call it the Gank-Bringer.
This is to all the pilots following the hard path of Amarrian doctrine. If you are an empire based pilot you are likely to proceed straight to battleships, and probably leave the battlecruiser skill only trained to level 3. This is absolutely right as you want to maximize your ability to do missions.
However when you finally decide that you are suffocating in the high-sec environment and step down to 0.0 or into the low-sec space, your attention should focus on the Harbinger again. It’s a cheap yet sturdy build. You can jump into your non-implanted clone and do those wonderful roams. Roam roam roam, this is the perfect ship for it.
Don’t fly the Harbinger solo. This is a great gang machine. Is it a HAC or recon ship? No… It’s a heavy assault battlecruiser! Maybe it’s not a command Ship, but its still good. The Harbinger, with proper training and fit, can own HACs. Fit for gank over tank, rig it, do a passive but no plate setup, you can out damage HACs. Additionally, as a battlecruiser you are less likely to get jammed, well at least less then a HAC at least.
The way I use Harbinger is to fit it for a real gank. I fit it to get 700 DPS and with a 42k effective tank. It is capacitor stable with boosters. I also fit a sensor booster II with a scan resolution script which effectively acts as a damage mod because it shaves off about 2 seconds from a lock time on that HAC ship which you will face. Now they’ll get 1400 DPS as breakfast.
Flaws? It’s just the usual Amarr problems. Capacitor issues, throw on a booster. Fitting a MWD is more then obvious, so now you’re left with no mid-slots except to choose between the web or the scramble. Overall I think its better to passive tank, minor capacitor usage, and kill the opponent. Then repair afterward.
Anyway, it works, kill boards speak for themselves. It’s my personal favorite.
Talk to the people that can prove they know what they are doing. The Harbinger is one of the few tech 1 ships seriously utilized in 0.0 small scale warfare. And if you are Amarr and maybe thinking about leaving empire remember; you don’t have to be that suicide frig tackler for the first 7 months to be of any use. Get better with Harbinger and no one will diss you in local or fleet!
Good luck.

[expand title=Technical Specs:]
- 10% reduction in laser capacitor need
- 5% bonus to laser damage
- 99% reduction in the CPU need of warfare link modules
- Default targeting range is 50 km with 6 locked targets
- Velocity is 150 m/sec with 50 m3 of drone capacity
- Armor hit points is 5469
- Power grid is at 1500MW, 375ft of CPU, and 400 calibration points
- There are 8 high slots, 4 medium slots, 6 low slots, and 3 rig slots
- 0 slots for launchers and 7 for turrets[/expand]
[expand title=Passive Setup:]
- 7 Heavy Pulse Laser
- 1 Drone Link Augmentor
- 1 10mn MicroWarpdrive
- 1 Warp Disrupter
- 1 Sensor Booster (Scan Resolution)
- 1 Medium Capacitor Booster
- 1 Heat Sink
- 1 Damage Control
- 1 Energized Adaptive Nano Membrane
- 1 Armor Kinetic Hardener
- 1 Armor Explosive Hardener
- 1 Armor Thermic Hardener
- 1 Anti-Kinetic Pump
- 1 Anti-Explosive Pump
- 1 Anti-Thermic Pump
- 5 Hobogoblin[/expand]
[ratings]
August 10, 2008 2 Comments
Review – Merlin
This ship can basically withstand any small part operation better than any other Caldari frigate. It’s shields are though, the armaments are strong, and most importantly for a small ship, it is a speedy little guy!
The Merlin is my trusty little ship whenever I need to go behind enemy lines. It will go super fast and have an incredible damage output. Fitted with 2 rocket launchers and 2 light neutron blasters, it can turn almost any other frigate into dust. The shield capacity isn’t too bad either. The ship can take quiet the beating from other ships while still standing to send out it’s lethal weaponry.
But who can really hit it when it is flying at speeds of 2000 meters per second? I really enjoy this frigate as a fast and cheap tackler, but the problem with it is that the powergrid is just a tiny bit small to get the whole thing fitted to your desires. A few skills like engineering and such should help get that extra one or two megawatts you might need.
The ship should always be fully fitted with weapons and for PvP purposes, it should have some speed boosters, for example, an afterburner, microwarpdrive, overdrive injector, nanofiber, or inertia stabilizer. And if you are a PvE monkey, fit your weapons, a small shield booster, and 2 shield boost amplifiers. If you need that extra power to get those squeezed in, throw on two power diagnostic systems in the low slots.
Now this frigate can match whatever its foes throw at it!
[expand title=Technical Information:]
- 5% bonus to shield resistances
- 10% bonus to small hybrid turret optimal range
- Default targeting range is 30 km with 4 locked targets
- Velocity is 230 m/sec with 0 m3 of drone capacity
- Shield hit points is 469 and recharges in 625 seconds
- Power grid is at 35MW, 175ft of CPU, and 400 calibration points
- There are 4 high slots, 4 medium slots, 2 low slots, and 3 rig slots
- 2 slots for launchers and 2 for turrets[/expand]
[expand title=Close-Orbiting Merlin:]
- 2 Light Neutron Blaster
- 2 Rocket Launcher
- 1 1mn MicroWarpdrive
- 2 Cap Recharger
- 2 Overdrive Injector[/expand]
[ratings]
July 9, 2008 No Comments
Review – Ferox
Pew pew goes the mighty Ferox!
So you thinking about a Ferox eh? To me, this ship looks sexy, sleek, and shiny; sparking something in you every time it glides across the sky.
It is the hybrid platform of the battlecruiser family, the brother of the Drake. It’s 6 guns hurtling Antimatter ammo like there is no tomorrow while it’s passive tank absorbs the incoming missiles and bullets.
Damage output might seem a bit low in the beginning, but since this whole game revolves around training skills, time will take your DPS higher and higher.
Some people say this ship is ugly as hell, I say, “WTF?” It looks a lot better than the Drake, which is just an upside down flatbed truck. The high poly-count on the ship’s exterior with the Trinity graphics turned on makes it look amazing and shiny! It actually looks like a spacecraft!
The ship can also be used to mine Veldspar or whatever your heart desires by equipping 6 mining turrets and quad-expanded cargohold. Even though the Drake has a better tank, who cares when your foe can’t even hit you at 80 or 90 kilometers away?
Anyways, be unique. Fly the Ferox and amaze your friends with its potential. He (or she) who flies this ship will be the on who pilots the ever powerful Rokh. Just keep at it with those gunnery skills!
[expand title=Technical Information:]
- 10% bonus to medium hybrid turret optimal range
- 5% bonus to all shield resistances
- Default targeting range is 60 km with 8 locked targets
- Velocity is 140 m/sec with 25 m3 of drone capacity
- Shield hit points is 4883 and recharges in 1400 seconds
- Power grid is at 1075MW, 475ft of CPU, and 400 calibration points
- There are 7 high slots, 5 medium slots, 4 low slots, and 3 rig slots
- 5 slots for launchers and 6 for turrets[/expand]
[expand title=Railgun Setup:]
- 6 200mm Railgun
- 1 Drone Link Augmentor
- 1 Shield Hardener
- 1 Tracking Computer
- 1 Cap Recharger
- 2 Large Shield Extender II
- 1 Power Diagnostic System
- 1 Heat Sink
- 2 Shield Power Relay
- 5 Hobgoblin[/expand]
[ratings]
July 7, 2008 6 Comments
Review – Caracal
The Caracal is the only cruiser class ship that is symmetrical in the navy. The good thing about this ship is its 5 heavy missile capabilities; 5 on a cruiser isn’t bad I would say.
The ship isn’t the toughest ship either, but still a rigorous tank for those level 3 missions and can provide an adequate amount of firepower when those missile skills are developed and refined.
The ship’s bonus to kinetic damage is often overlooked. If the bonus is 5% per level, then at level 4 it has a 20% extra damage boost. When it’s that situation, don’t use explosive or em missiles. Comparing when both of them hit, the damage from the kinetic will out do the other by it’s bonus, even if the target ship is weaker to that damage.
This ship is like the Drake, and I guess it could be called it’s little brother. A step between the Kestrel and the Drake. A lot of these are flying around and if you just started to play the game, I would suggest you skip buying a destroyer and save up for this ship.
The punch power alone makes it the better cruiser and later on when you have done enough missions for the Navy, you can trade in all those hours you have spent as a slave to get your Caracal upgraded.
And this is a pretty speedy ship too when you are picking up the loot!
Now in a fleet, you will almost always see a few of these ships as they are good assets to the team. Dishing out large amounts of damage while remaining relatively cheap. And to pilot this ship, not a lot of skills are demanded either. Just some missile skills and shield skills; that’s about it.
The bonuses fit the intended purpose and the ship is cheap and effective. Simple as that and that’s how I like it.

[expand title=Technical Information:]
- 5% bonus kinetic missile damage per skill level
- 10% bonus to missile velocity per level
- Default targeting range is 57 km with 6 locked targets
- Velocity is 187 m/sec with 10 m3 of drone capacity
- Shield hit points is 1563 and recharges in 1250 seconds
- Power grid is at 530MW, 2350ft of CPU, and 400 calibration points
- There are 5 high slots, 5 medium slots, 2 low slots, and 3 rig slots
- 5 slots for launchers and 0 for turrets[/expand]
[expand title=Heavy Missile Setup:]
- 5 Heavy Missile Launcher
- I Medium Shield Booster
- 1 Shield Hardener
- 1 Cap Recharger
- 2 Shield Boost Amplifier
- 1 Power Diagnostic System
- 1 Capacitor Flux Coil
- 2 Hobgoblin[/expand]
[ratings]
July 5, 2008 2 Comments










