Category:Recon Ships

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Contents

Overview

The largest category of Tech 2 cruisers, Recon ships are designed for infiltration and rely heavily on stealth. As advanced versions of ewar Tech 1 cruisers (Arbitrator, Bellicose, Blackbird and Celestis), they all have strength and range bonuses to their racial ewar and secondary support bonuses such as Propulsion Jamming, Drones and Energy Neutralizers. Recons are excellent choices for solo and Black Ops work far within enemy territory.

Force Recon Ships

By far the most popular Recon class, Force Recon Ships can all fit Covert Ops Cloaks while dealing very mediocre DPS. However, the cloak affords Force Recons the ability to choose targets and be virtually invulnerable when parked in a hostile system.

All Force Recons also have a 200-Liquid Ozone decrease in Cynosural Field generation and a 50% shorter duration. However, as Force Recon hulls aren't exactly cheap, this bonus is not often used. They can also fit highly specialized Covert Cynosural Field Generators, which are used in conjunction with a Black Ops Battleship Covert Jump Portal Generator.

  • Arazu, Gallente, 4/6/4 slot layout

The Arazu has a bonus to Remote Sensor Dampening strength, warp jamming range and medium hybrid turret damage. At Recon Ships IV an Arazu pilot can warp disrupt with a Tech 1 module out to about 43km, well beyond the range of other standard points and energy neutralizers. Since the scripting patch, fitting RSDs is not recommended. Arazu DPS is easily countered when its drones are popped, leaving only three medium rails for damage.

The Pilgrim gets a drone damage and HP bonus, a Tracking Disruptor strength bonus and an Energy Neutralizer/Vampire effectiveness bonus. Having benefited from the speed nerf, the Pilgrim works well for solo work against ratters and can wield a quick dual armor repairer tank when using an Energy Nosferatu. Generally the cheapest Force Recon, Pilgrims could be more considered more cost effective platforms for Covert Cyno generation.

  • Rapier, Minmatar, 4/6/4 slot layout

Rapiers specialize in webbing with a 60% range per level bonus as a bonus for Target Painters (usually a waste of a mid slot) and medium projectile turret damage. These ships work extremely well as a anti-small ships (especially interceptors) platform, with a Stasis Webifier I reaching over 40km range with decent skills. Currently less desirable due to webs being weaker since the speed nerf patch.

  • Falcon, Caldari, 4/7/3 slot layout

A nasty expensive Blackbird with 15 point racial jam strength, Falcons can reliably jam ships from 50-70km away, depending on the fit. Given the horrible hull bonuses to weapon mods, they normally do not fit any. As such, Falcon pilots usually pair with other ships or small gangs where they are a definite force multiplier and can potentially save an entire gang.

While some Force Recons can make decent solo platforms, they are extremely deadly when part of a larger gang. Their gang effectiveness earns them much hatred and are primary targets for anti-support ships.

Force Recon 101

Maintain Your Secrecy

Knowledge is power in Eve, and you don't want to give your enemies any sort of advantage when you're flying a ship that costs 500M and doesn't insure. Here are some tips to avoid giving the enemy any sort of hint about the ship you're flying, its fittings, your tactics, and your personality.

  1. NEVER uncloak unless you are going to attempt to kill something. When you are uncloaked, you appear on the scanner, and its easy for faggots to see your ship type. From that they can deduce likely fittings and tactics. Also, never uncloak near the enemy with the deliberate intention of shitting them up, it won't work and you will let them know that you are a jackass who thinks he can make people afraid just by his very presence. I guarantee you, creeping up on them and silently raping them will shit them up far more.
  2. Don't try and punch above your weight. Know what you can kill, and what you can't. You can't kill anything battlecruiser sized or above without help from rats or another cockfagger, unless the target is either AFK or Arghy, which is unlikely. Attacking a target that you can't kill will just alert him to a) your presence, b) your ship type (and likely fittings), and c) the fact that you are a terrible PvPer.
  3. Don't waste your time on trivial targets. Shuttles and noob frigs may pad your killboard stats, but you have to balance that with the amount of information you are handing the enemy for free. The shuttle pilot you kill can see what you are using to kill him, including guns, warp scramblers, webbers, and ECM. Even if you kill and pod him, this information can be shared out in defence channels, and the next guy might be fitting WCS, MWD, ECCM or other stuff to ruin your shit.
  4. Don't answer or refuse convo requests from the enemy. Just drag notification box out of the way. Refusing the convo sends a notification back to the sender, alerting him that you are not AFK. Accepting the convo has exactly the same effect, but with the added negative that you might be tempted to trash talk, thus letting the enemy know what a complete cunt you really are.
  5. Don't talk in local. Just because Uncle Mittani can't see you doesn't mean the rules don't apply, and you arm the enemy with the knowledge that you are a trashtalking fuckwit. And your dickgirl/Rem is fat/smoske jokes aren't even funny anyway.
  6. Don't be predictable. Don't stay in the same system for days on end, move around and try your luck in different places. This also allows other pilots to move into the area you just vacated, giving the enemy a new problem.
  7. Cover your tracks. If you make a kill, loot the wreck for its most valuable contents, then blow it up. Do the same for corpses (not the looting part, you sick fuck). That way people can't see that people died in the area recently.

Know your Enemy

Taking the time to learn about the people you are trying to kill will improve your productivity, and you will reduce the chances that they will be able to manufacture a situation where they can kill you.

  1. Ask your fellow pilots. Anything you can learn from another Recon pilot is something you don't have to learn yourself on the job. Look at threads in the Black Ops Forum, the wiki, and check the killboard to see which pilots are having the most success and where. Maybe ask for their fittings if you can't make your ships work.
  2. Keep an eye on the stations, belts, and stargates. Spend some time cloaked, well away from any position where you might be accidentally uncloaked. Make a note of which pilots fly the juiciest targets, especially haulers and mining ships. Watch where they go, and with what regularity, and see which pilots work together, especially as escorts. Maybe follow some to their final destination, and you can see which routes they use.
  3. Take some time to learn which ships you can kill easily, which are difficult, and which are impossible. As a rough guide, anything T1 up to cruiser isn't too tricky, assault frigates and inties die easily if you can web them. Battlecruisers and battleships are impossible to kill solo if fitted with a decent tank, because you don't have the DPS to kill them before support arrives. Killing ratters is much easier, provided you can sensor damp them enough that they can't lock you or the rats, but they will still be able to lock your drones forcing you to rely on the rats for the majority of your DPS

Minimize the risks to yourself

Fighting in a Recon is risky business. For all its awesomeness, your ship is relatively light in firepower, and very easy to kill. By flying intelligently, you can greatly reduce the risk of your fancy ship being blown away.

  1. Use your cloak. Pretty obvious really, if you are cloaked you can't be seen, scanned, or probed. Only decloak to kill something, or reload your guns, and re-activate your cloak as soon as you are done.
  2. Never go AFK near an object. Even if you are 100km away, there remains the chance that someone will run over you and decloak you. Go AFK at a safespot.
  3. Don't warp to belts or stations at 0. You will likely run into something and be decloaked. Warp at 100, or even better make bookmarks that land you as close as possible without putting you in any danger.
  4. Vary your tactics. You may find that using a certain tactic gets you plenty of easy kills, but the more you use it, the more likely the enemy is to figure it out and counter it. Sure you might have popped half a dozen haulers at a gate, but maybe next time an enemy gang will land on you when you aggress.
  5. Move around. Similar to varying your tactics, a new set of enemies means a new set of people to figure you out. If one area seems to be getting wise to you, move on to some fresh meat.
  6. TURN CORPSES ON FOR YOUR OVERVIEW. Nothing is more likely to send you into a rage than being decloaked by the corpse of the poor sap you killed 10 minutes before. Revenge from beyond the grave! (Note: this is less of a problem as of Rev 2.2 because wrecks/corpses no longer de-cloak you. However, you still can't cloak if you're within 2000m of one, so it's not a terrible idea to keep them on.)

Tactics

The juicy bit. There plenty of tactics you can use to give yourself the best chance of making a kill, and living to brag about it.

  1. Park yourself at a gate in a high traffic system. Activate your modules (remain cloaked) and wait for someone to jump through the gate. Ideally do this in a position such that a gang warping to that gate from another gate or a station can't land on top of you and accidentally decloak you, such as directly above or below the gate. Keep an eye out for gate activations, they will give you a few seconds warning that someone is coming from the other side. When a suitable target decloaks after jumping in, decloak yourself, lock, and hopefully make a kill before he warps. If they fight back or backup arrives, warp away. The disadvantage here is you cannot choose the range at which you attack. Your target may be out of scrambler and web range, or worse right on top of you, nullifying the effects of any ECM you may be using.
  2. Sit at a station aligned to a gate that sees high traffic. When a target warps from the station to that gate, follow them, jump through after them, and catch them on the other side.
  3. In a system with ratters who are too dumb/overconfident to safespot when you arrive, sit at a belt with a difficult spawn, preferably kiting rats. When the ratter arrives, wait for him to get aggro, then lock him and use ECM to prevent him from locking anything. Then you and the rats can finish him off.
  4. Go AFK for long periods. The enemy may get used to you being in local but not attacking anything, and carry on as if you aren't there.

Combat Recon

Combat Recon ships get large bonuses on EW modules and can mount serious firepower on a cruiser hull, but can't use covops cloaks. In small fleets having one or more of these ships is a great multiplier on the fleet's effectiveness. Each of these creates a 30+ km bubble in which a target cannot escape (Huginn, Lachesis), die quicker (Curse) or is made totally helpess (Rook). With a large fleet these ships can be very useful in locking down systems but once in a large battle they will function and die much as any other cruiser. Maybe quicker as you appear on any "Elite Cruisers Only" overview setting.

If you don't have any T2 weapon skills yet you can still fly these ships effectively as part of a gang. They are also much easier on the wallet than Force Recons (no cloak) or HACs. Huginn and Curse are significantly more expensive (70 to 80 million) than the Lachesis and Rook (40 to 50 million) as of april 2008.

The ships are:

Bonus on Warp Scramble range and Sensor Damps.

  • Curse, Amarr
    • 5/6/4 layout

A cruiser sized Bhaalgorn with better Nos bonuses and a Tracking Disruption bonus.

  • Huginn, Minmatar
    • 6/6/3 layout

Webbing and Target Painting bonus. Pair it with an Interdictor in a gatecamp for maximum effect.

  • Rook, Caldari
    • 5/7/3 layout

A Blackbird, only better in every way. Or, a Falcon sans cloak and with a missile bonus.

Required Skills

Primary

Secondary

Tertiary

None

Recon Ships quick reference

This article is about the Curse, an Amarr ship. For the region of the same name, see Curse (region).
Name High Slot Med Slot Low Slot CPU Power Grid Turret Hardpoint Launcher Hardpoint Max Velocity Cap Shield EM/Ex/K/T Armor EM/Ex/K/T Drone Bay/Drone Bandwidth Cargo Bay
Pilgrim 4 5 5 350 tf 950 MW 3 0 164 m/s 1250 788 0/75/55/20 1800 50/60/43.75/35 150 m3/50 Mbit/sec 315 m3
Pilgrim Amarr Cruiser Skill Bonus: 5% bonus to Tracking Disruptor effectiveness and 10% bonus to drone hit points and damage per level

Recon Ships Skill Bonus: 20% bonus to Energy Vampire and Energy Neutralizer transfer amount and 96% to 100% reduction in Cloaking Device CPU use per level

Role Bonus: 200-unit reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration

Curse 5 6 4 380 tf 900 MW 2 4 175 m/s 1250 1238 0/81.25/62.5/20 1463 50/70/53.125/35 150 m3/50 Mbit/sec 345 m3
Curse Amarr Cruiser Skill Bonus: 5% bonus to Tracking Disruptor effectiveness and 10% bonus to drone hit points and damage per level.

Recon Ships Skill Bonus: 40% bonus to Energy Vampire and Energy Neutralizer range and 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level

Falcon 4 7 3 500 tf 700 MW 3 1 159 m/s 1093 1603 0/50/55/60 956 50/10/43.75/72.5 10 m3/10 Mbit/s 315 m3
Falcon Caldari Cruiser Skill Bonus Per Level: 10% reduction in ECM Target Jammer capacitor use and 5% bonus to Medium Hybrid Damage per level

Recon Ships Skill Bonus: 30% bonus to ECM Target Jammer strength and -96% to -100% reduction in Cloaking Device CPU use per level

Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration

Rook 5 7 3 600 tf 600 MW 2 5 170 m/s 1062.5 1788 0/50/62.5/70 956 50/10/53.125/79.375 25 m3/25 Mbit/s 305 m3
Rook Caldari Cruiser Skill Bonus: 5% bonus to Heavy Assault Missile Launcher Rate of Fire and 10% reduction in ECM Target Jammer capacitor per level

Recon Ships Skill Bonus: 30% bonus to ECM Target Jammer strength and 10% bonus to Heavy (Assault?) & Heavy Missile velocity per level

Arazu 4 6 4 420 tf 750 MW 3 1 170 m/s 1156.25 1125 0/50/70/40 1294 50/10/67.5/51.25 40 m3/40 Mbit/sec 315 m3
Arazu Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level

Recon Ships Skill Bonus: 20% bonus to warp disruptor/scrambler range and -96% to -100% reduction in Cloaking Device CPU use per level

Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.

Lachesis 5 7 3 450 tf 800 MW 3 3 181 m/s 1125 1125 0/50/77.5/50 1406 50/10/75.625/59.375 40 m3/40 Mbps 320 m3
Lachesis Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level.

Recon Ships Skill Bonus: 20% bonus to warp disruptor range and 5% bonus to Heavy Missile Launcher and Assault Missile Launcher rate of fire per level.

Rapier 4 6 4 450 tf 750 MW 3 1 192 m/s 1093.75 1322 50/50/40/40 1069 80/10/25/51.25 40 m3/40 mbit/s 315 m3
Rapier Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to target painter effectiveness per level.

Recon Ships Skill Bonus: 60% bonus to stasis webifier range and -96% to -100% reduction in Cloaking Device CPU use per level.

Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.

Huginn 6 6 3 400 tf 750 MW 3 3 209 m/s 1062.5 1322 62.5/50/40/50 1181 85/10/25/59.375 40 m3/40Mbps 315 m3
Huginn Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to target painter effectiveness per level.

Recon Ships Skill Bonus: 60% bonus to stasis webifier range and 5% bonus to Heavy Missile Launcher and Assault Missile Launcher rate of fire per level.

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Pages in category "Recon Ships"

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