Fit caracal for level 3 missions. How to hook a caracal. DPS Feats for Corax in EVE Online

Corax in EVE Online– a Caldari State destroyer designed to use launchers; Among its main advantages is a good balance of characteristics for PVP and PVE. Like other representatives of this class, Corax combines firepower, close to a standard cruiser, and the maneuverability of a frigate. In this article we will look at the features of the ship and its fit options.

The Corax Ship and Caldari Philosophy

Caldari military doctrine can be quite accurately described by the phrase "strength in numbers." The message sent to the enemy must be powerful and unambiguous. This applies equally to peace negotiations and real fire contacts - there should be no reason to doubt the strength of the Caldari spirit, or the fact that the first strike will be followed by others.

Corax matches the Caldari military ethos 100%. He does not “rain” his opponents with lead rain and does not “fry” them with rays of light. Instead, it delivers powerful, painful strikes at a steady pace, fast enough to stagger the target and throw them off balance. High DPS allows it to be used in real combat operations. Start playing EVE today with a free trial and take part in large-scale PVP battles with veterans!

Long-range guns and maneuverability are the advantages of a destroyer

The Corax is a Caldari destroyer introduced in the Retribution expansion. For new capsuleers who enjoy gameplay built around using rocket launchers this ship will be the next one after the Kestrel. The destroyer is a transitional step to the cruiser Caracal. Any players can start their battle journey from this ship.

Corax in EVE Online performs quite well as a sniper thanks to his a large number top slots. Since it has fairly fragile armor, it reveals its full potential when fighting at a distance of more than 20 kilometers. By keeping opponents at bay and using the ship's full potential, a competent Corax pilot can easily navigate most level 1 and 2 missions. This same factor has made Corax a powerful PvP destroyer that can easily kite other ships of its class with relative ease. Even a beginner can figure it out pretty quickly!

The Corax can be flown efficiently with a very small investment of skill points and a minimal investment in the Missile Launcher Operation skill tree. As such, it serves as an effective introduction to the field of missile combat for both newbies and veterans looking for new opportunities.

DPS Feats for Corax in EVE Online

The Corax fit for PVP in EVE Online is as follows:

  • 7x Arbalest Compact Light Missile Launcher;
  • 5MN Y-T8 Compact Microwarpdrive I;
  • F-90 Positional Sensor Subroutines;
  • Phased Weapon Navigation Array Generation Extron;
  • Warp Disruptor II;
  • Ballistic Control System II;
  • Small Polycarbon Engine Housing I;
  • Small Anti-EM Screen Reinforcer I;
  • Small Ancillary Current Router I.

If you need a budget option sniper platform for completing T2 missions, take advantage of this selection of fit.


Sometimes fit Caracal It's not easy for a beginner. This is due to the fact that he mainly tanks from a long distance. With my skills, the flight range is 44 kilometers, that is, at 38 - 40 km we can easily orbit the target. In addition, we make sure to install one that gives a speed of 572 mt/s, this allows you to keep the distance for a long time.

Let's start fitting Karakal with high slots, for missions of lvl 2-3 we'll use [XR-3200 Heavy Missile Bay*] and put charged missiles [skarzhuri] on top of the kinetic. We select missiles for the mission, if in the non-script the fit holes are not in kinetics but in thermal, then we change the missiles - we put inferno missiles. Five launchers are placed on Caracal This is quite enough to deal decent DPS.

Next we move on to medium power connectors.
The classic 10MN Afterburner is a must, and certainly on Caracal. Now let's move on to the passive shield tank. Here we have two modules that add volume to the main shield. You should know that the shield is regenerated passively, and now we will try to increase the maximum shield regenerated and its amount so that it is enough for us to effectively complete third-level missions. This means two [large shield extenders] guarantee a significant increase total number shield

The next module is the T2 invulka [Adaptive Invulnerability Field II] gives 30% resist: resistance to any type of damage, and accordingly greatly increases our tank abilities.

And the next module is a shield regenerator; this module increases the speed of shield recharging. In this case, one piece is enough to ensure a sufficient speed of shield restoration.

This means that regarding the lower modules. Two, again T2, for this you need a pumped-up skill [Weapon Optimization] in 4k, it’s better to download it than earlier than that Better otherwise it will be very difficult to fit ships. [Weapon Optimization] reduces CPU consumption of launchers.
Here we have two [ballistic control system II] to increase the DPS damage of the missiles.

The next module is - again here meta fifth. Increases the flow of energy to shields by increasing the recharging speed, also an important module that improves our tank capabilities.

And the last module is [Power Diagnostic System II] without this module all the others simply won’t fit in; it is mandatory for Caracal. It is unlikely that it will be possible to replace it; of course, you can experiment with fits.
What I see now: I think the optimal Caracal fit for performing misak of the third level. That is, if you can’t drake yet but already want to fly, then it makes sense to fit such a Caracal.

And rigs, rigs are already mandatory for us and they are fixed; these are three burgers per shield which will allow this shield to regenerate faster. There are options with extenders, but they give significantly less than the burghers; for the shield of increasing the maximum volume - we get less tank than by increasing the shield regeneration rate.


In principle, as far as the Caracal fit is concerned, that’s all! The main feature of this ship is that it is capable of passing third level missions keeping quite comfortably at a distance of 40 kilometers from the target. This allows us to take a sufficient amount of damage and does not require us to constantly rewarp; if we maintain a constant distance with the goal, then it is quite possible to pass the third level bowls.

The disadvantage of this ship is that it has quite low DPS. As you can see, 151 DPS from five rocket launchers and my rockets are pumped to three and can be developed more to five. And by the way, there are two more small drones that can be placed in Karakal, they give 34 DPS, drones will always be useful to you in cases where you encounter small targets. Which are better to keep and poison with small drones while you deal with the main enemy and remove DPS - that is, batelships and batelcruisers.

Besides one more important feature are the missiles I put in your cases, take those with whichever enemy you encounter. But don’t forget that it would be a good idea to take with you some [squatted] T2 missiles, this means they will be more effective at hitting small targets if suddenly the drones fail. In addition, there is an option [Caldari Navy Scourge Heavy Missile] of factional missiles from them, it makes sense since the DPS, according to calculations, is slightly higher and the price of these missiles is higher. There’s everything in the trailer with the caracal fit, let’s fly to the bowl and see if everything is in order.

What to fly for initial missions of the 1st and 2nd levels, examples of ship fit and necessary skills

The sequence of studying eve ships of the Caldari branch for completing missions:

Kestrel -> Caracal -> Drake -> Tengu

Kestrel - T1 frigate, active tank, level 1 missions

Caracal - T1 cruiser, passive tank, level 2 missions

Drake - battle cruiser T1, passive tank, level 3 and 4 missions

Tengu - T3 strategic cruiser, passive or active tank, level 4 missions.

The ships of this branch are protected by panel modules

Under active tank protection by the active NR shield pumping module is implied

Passive tank - protection using modules that increase the degree of shield resistance various types damage and increasing the recovery rate of the passive shield.

In this article we will look at the feats for the eve ships Kestrel and Caracal

Level 1 missions and Kestrel fit

The Caldari frigate Kestrel has a bonus to increase the damage done by Light Missiles by 5% and increases the speed of guided missiles by 10% per skill level (Caldari Frigate)

Kestrel T1 fit for level 1 missions.
High power connector

4x Experimental TE-2100 Light Missile Launcher

(Scourge Light Missile)

Medium power connector

Medium Azeotropic Ward Salubrity I
Experimental 1MN Afterburner I
Limited Adaptive Invulnerability Field I

Low power connector

Beta Reactor Control: Diagnostic System I
Micro Auxiliary Power Core I

Riga



In this fit goes high consumption capacitor energy by panel module Small C5-L Emergency Shield Overload I, so don't keep it on all the time. We turned it on for a couple of cycles, pumped out the shield and turned it off, during which time the ship's capacitor will be restored.

Installing this fit on a ship.

See the information on the modules in the “Requirements” tab to see the required skills.

Example Micro Auxiliary Power Core I Module - Skill Requirements.

For more information about ship modules and what they are responsible for, see the article “Ship Fit - Basics...”
Skills for installing T1 modules and increasing the ship's defensive and offensive parameters.

  • Caldari Frigate level 3 - the ability to fly on Kestrel, this skill also increases the damage from missiles and their flight speed.
In order for this fit to fit on the ship by PG and CPU and increasing capacitor ship you need to have (learn) skills
  • CPU management level 3. - increases the ship's CPU
  • Power Grid management level 3. - increases the ship's GHG reactor and the ability to install a Micro Auxiliary Power Core
  • Shield Upgrades lvl 3. - to install shield expansion modules and reduce the load on the CPU.
  • Energy Grid Upgrades 3rd level - for installing redistribution modules such as Capacitor Power Relay, Shield Power Relay, Power Diagnostic System and reducing CPU requirements for their installation
  • Capacitor Management Level 3 - increasing the volume of the ship's capacitor
  • Capacitor Systems Operation Level 3- increasing the speed of recharging capacitor energy
  • Weapon Upgrades Level 3 - reduced CPU requirements for ship weapons and the ability to install the Ballistic Control System
Ship protection - shields
  • Shield Upgrades Level 3 - for installing Shield Extender (Medium Azeotropic Ward Salubrity I) and reducing GHG requirements.
  • Shield Compensation level 3 - for installing an active shield pumping module (Small C5-L Emergency Shield Overload I) and reducing capacitor consumption.
  • Shield Management level 3 - increasing the volume of the ship's shield
  • Shield Operation lvl 3 - increases the speed of passive shield recharging
  • Tactical Shield Manipulation Level 3- for installing protection modules based on Adaptive Invulnerability Field resists

Speed, maneuverability of the ship

  • Navigation 3р - increase the base speed of the ship
  • Evasive Maneuvering IV - increases the maneuverability of all ships
  • Afterburner level 3 - to fit 1MN Afterburner and reduce the capacitor required to activate AB
  • Fuel Conservation level 3 - reducing capacitor energy consumption by the Afterburner module
  • Acceleration Control level 3 - increase speed gain for Afterburner
  • Warp Drive Operation level 3 - reducing the capacitor energy required for a warp jump
Target acquisition system
  • Target Management Level 3 - +1 additional target per skill level
  • Signature Analysis Level 3 - increased target acquisition speed
  • Long Range Targeting Level 3. - increased target acquisition range
Armament
  • Missile Launcher Operation level 3- basic, passing skill. Increases the rate of fire of the launcher.
  • Missile Bombardment level 3 - increases missile flight time
  • Missile Projection level 3 - increases the speed of missiles
  • Rapid Launch level 3 - improves the rate of fire of the launcher

In order to increase the effectiveness of your weapons and, accordingly, the damage dealt, you need to learn the skill

Missile Launcher Operationup to level 5- further increase in the rate of fire of rocket launchers and the ability to learn the following skills:

  • Guided Missile Precision Level 3- reducing the explosion radius of missiles. Necessary for shooting at small targets.
  • Target Navigation Prediction level 3- increases the explosion speed of rockets. Necessary for shooting at fast targets.
  • Light Missiles lvl 3 - increased damage from light missiles.
  • Warhead Upgrades lvl 3 - increases the damage caused by all types of missiles.
Riga
  • Mechanics 3rd level - passing skill
  • Jury Rigging level 3 - passing skill
  • Shield Rigging level 3 - the ability to install Core Defense Field Extender rigs and reduce them negative influence(ship signature)

Tip: Learn the Connections skill to increase your stand's growth when working for agents. The faster your stand will grow, the faster you will move on to missions at the next level. For more information about agents and types of stands, see the article “Interaction with eve agents...”

If you have reached level 2 missions, then you can transfer to the cruiser Caracal, if you are still flying level 1 missions, then it makes sense to complete the skills for installing T2 modules and skills to increase the effectiveness of weapons, protection, speed...

Fit Kestrel with T2 equipment.

High Power Connectors

4x Experimental TE-2100 Light Missile Launcher (Scourge Light Missile)

Medium Power Connectors

Medium Shield Extender II

Adaptive Invulnerability Field II
Small C5-L Emergency Shield Overload I

Low Power Connectors

Micro Auxiliary Power Core I
Power Diagnostic System II

Riga

2x Small Core Defense Field Extender I
Small Semiconductor Memory Cell I

Skills for T2 modules

To install this feature, you need to complete the following skills to level 4:

  • CPU Management Level 4
  • Shield Upgrades lvl 4
  • Tactical Shield Manipulation lvl 4
  • Energy Grid Upgrades level 4

These skills will be useful for fitting T2 modules to Caracal, Drake, Tengu and other ships.

Advice:To get more comfortable with the game, go through the trial and training tasks a couple of times. Money from the first trial can be transferred to the second, through the transfer of equipment and ships from one trial to another. To help newcomers to the game "Trial subscription for 21 days and a bonus from the site..."

Level 2 missions and the ship to complete them

On missions of the 2nd level eve you will meet more dangerous NPC ships. And accordingly, your ship should also become more protected. Therefore, we move from the frigate to the cruiser. Compared to a frigate, a cruiser already has more shield, armor, CPU, PG and more connectors.

For the budget fit T1 cruiser Caracal, you need the skills listed above for Kestrel. To control the cruiser and increase bonuses for weapons, you need to learn the Caldari Cruiser skill - level 3


Skill Bonus Caldari Cruiser, per skill level: increased rate of fire for Rapid Light, Heavy Missile Launcher and Heavy Assault Missile Launchers by 5% increased rate of Rapid Light, Heavy missiles (Heavy Missile Launcher) and heavy assault missiles (Assault Missile Launcher) by 10% In the Caracal fit we will use launchers Rapid Light Missile Launcher.

Fit T1 Caracal for level 2 missions.

High power connector

Medium power connector

2x Large F-S9 Regolith Shield Induction
Experimental 10MN Afterburner I
2x Limited Adaptive Invulnerability Field I

Low power connector

2x Ballistic Control System I
2x Beta Reactor Control: Diagnostic System I

Riga

Dronbay

2x Hobgoblin I For drones, see the article “Drones - classification, skills...”

Of this fit, the most expensive modules are rigs, if you don’t have enough money, install rigs to increase the ship’s resists, they are cheap

  • Medium Anti-EM Screen Reinforcer I
  • Medium Anti-Thermal Screen Reinforcer I
  • Medium Anti-Kinetic Screen Reinforcer I

If there are claims to buy a more expensive fit, then install T2 modules

The skills for T2 modules are similar to the skills for Kestrel (See above)

Plus

Weapon Upgrades - Level 4 for Ballistic Control System II

Fit T2 Caracal for level 2 missions.

High power connector

5x Prototype "Arbalest" Rapid Light Missile Launcher (Scourge Light Missile)

Medium power connector

2x Large Shield Extender II

2x Adaptive Invulnerability Field II

Low power connector

2x Ballistic Control System II
2x Power Diagnostic System II

Riga

Medium Core Defense Field Purger I2x Medium Core Defense Field Extender I

Dronbay

2x Hobgoblin I
When completing eve missions, use Various types missiles depending on the NPC faction. For more information on what type of damage to hit NPCs, see here “Information for hunters and agentrunners...”

Types of T1 missiles for Kestrel and Karakal:

  • Inferno Light Missile - thermal damage
  • Mjolnir Light Missile - EAT damage
  • Nova Light Missile - explosive (Expl) damage
  • Scourge Light Missile - kinetic damage

You can use Caldari Navy factional missiles; they are a little more expensive, but they also do more damage.

See what kind of unwritten information is on the mission in the table. find something to beat her with. Let's say Guristas need to destroy Scourge Light Missile - a kineticist.

To protect Caracal, instead of two Adaptive Invulnerability Field, which cover all resistors of the ship, place profile modules for protection according to one type of resist. Profile modules will provide more better protection, but one resist each. This is the case if you are sure that the NPC deals damage of some specific type. Let's say Guristas damage with kinetic (79%) and thermal (20%). This means that to complete the mission with Guristas, instead of two Adaptive Invulnerability Fields, you can install Thermic Dissipation Field II (thermal protection), Kinetic Deflection Field II (kinetic protection). EAT resistor of the ship will be completely open, but because... Guristas don't use EM weapons, so it doesn't matter. If, with zero EM protection, you get hit by an NPC with EM weapons, you will very quickly lose the ship, because the damage dealt by non-written characters will be 100%, and by increasing the ship’s resists we reduce this damage.

Advice: Don’t forget to salvage the remains of destroyed NPC ships. This will give you additional income. What is salvaging and on which ship is it more efficient to salvage, see the article “Salvaging in EVE. Or dismantling the remains of ships..."



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