====== Caracal Fleet ====== Caracals are an extremely cheap, mobile, high-dps platform that can outmaneuver small gangs and trade effectively. * https://br.evetools.org/related/30001318/202105272100 (0.8b vs 3.8b) * https://br.evetools.org/br/60b2d5f51230f3001bbf1c7a (0.6b vs 4.2b) * https://br.evetools.org/br/60b2d63e1230f3001bbf1c7b (0.6b vs 8.0b) * https://br.evetools.org/related/30000207/202106082000 (0.3b vs 1.4b) * https://br.evetools.org/br/60bfdfaf3214b90012fcf1f4 (0.2b vs 1.3b) ===== Composition ===== * Caracal * Scythe * Cyclone (2-3) * Jaguar / Sabre ^ Caracal ^ Scythe ^ Cyclone ^ | [Caracal, Caracal]\\ Damage Control II\\ Ballistic Control System II\\ Ballistic Control System II\\ Missile Guidance Enhancer II\\ \\ 50MN Quad LiF Restrained Microwarpdrive\\ Large Shield Extender II\\ Multispectrum Shield Hardener II\\ Large Shield Extender II\\ Small Capacitor Booster II\\ \\ Rapid Light Missile Launcher II\\ Rapid Light Missile Launcher II\\ Rapid Light Missile Launcher II\\ Rapid Light Missile Launcher II\\ Rapid Light Missile Launcher II\\ \\ Medium Hydraulic Bay Thrusters I\\ Medium Rocket Fuel Cache Partition I\\ Medium Ionic Field Projector I\\ \\ Warrior II x2\\ \\ Caldari Navy Scourge Light Missile x1000\\ Caldari Navy Inferno Light Missile x1000\\ Caldari Navy Mjolnir Light Missile x1000\\ Caldari Navy Nova Light Missile x1000\\ Nanite Repair Paste x50\\ Cap Booster 200 x40\\ 10MN Afterburner II x1 |[Scythe, Scythe]\\ Damage Control II\\ Power Diagnostic System II\\ Capacitor Power Relay II\\ Capacitor Power Relay II\\ Capacitor Power Relay II\\ \\ 50MN Y-T8 Compact Microwarpdrive\\ Large F-S9 Regolith Compact Shield Extender\\ Multispectrum Shield Hardener II\\ Large F-S9 Regolith Compact Shield Extender\\ Medium Compact Pb-Acid Cap Battery\\ \\ Medium Murky Compact Remote Shield Booster\\ Medium Murky Compact Remote Shield Booster\\ Small Asymmetric Enduring Remote Shield Booster\\ \\ Medium Ancillary Current Router I\\ Medium EM Shield Reinforcer I\\ Medium Core Defense Field Extender I\\ \\ Light Armor Maintenance Bot I x5\\ Light Shield Maintenance Bot I x4\\ \\ Nanite Repair Paste x30\\ Standard Mindflood Booster x1\\ 10MN Afterburner II x1 | [Cyclone, Cyclone]\\ Damage Control II\\ Power Diagnostic System II\\ Nanofiber Internal Structure II\\ Nanofiber Internal Structure II\\ Overdrive Injector System II\\ \\ 50MN Cold-Gas Enduring Microwarpdrive\\ Large Shield Extender II\\ Multispectrum Shield Hardener II\\ Large Shield Extender II\\ Multispectrum Shield Hardener II\\ \\ Rapid Light Missile Launcher II\\ Shield Command Burst II\\ Rapid Light Missile Launcher II\\ Shield Command Burst II\\ Rapid Light Missile Launcher II\\ Shield Command Burst II\\ Rapid Light Missile Launcher II\\ \\ Medium Command Processor I\\ Medium Command Processor I\\ Medium Hyperspatial Velocity Optimizer I\\ \\ Warrior II x5\\ Hornet EC-300 x5\\ \\ Caldari Navy Scourge Light Missile x800\\ Caldari Navy Inferno Light Missile x800\\ Caldari Navy Mjolnir Light Missile x800\\ Caldari Navy Nova Light Missile x800\\ Active Shielding Charge x300\\ Shield Harmonizing Charge x300\\ Shield Extension Charge x300\\ Evasive Maneuvers Charge x300\\ Interdiction Maneuvers Charge x300\\ Rapid Deployment Charge x300\\ Sensor Optimization Charge x300\\ Nanite Repair Paste x100\\ Skirmish Command Burst II x3\\ Information Command Burst II x1\\ 10MN Afterburner II x1 | ===== Strategy ===== === Caracals === Rapid Light missiles apply great to Frigates/Destroyers and have a very good reach (80km+). It's very hard to pin down a Caracal fleet with small tackle, so the weakness is the Lachesis (90km point range) or 3km/s NanoBattlecruisers that can't be killed by a small fleet within reloads. A Caracal has a 700 damage volley per 2.74 seconds, and it takes: * 25 Caracals to volley a Jackdaw * 14 Caracals to volley a Sabre * 10 Caracals to volley an Torpedo Bomber * 8 Caracals to volley a Talwar or Cormorant * 6 Caracals to volley an Interceptor or Thrasher Because of this, it is quite common for an FC to count the amount of shots you should put into each target. This helps optimize damage application and co-ordinate reloads. There's a 35 second reload with Rapid Light missiles, so FC will either warp the fleet to a perch, or intentionally swing the fleet wide to reduce the incoming damage. For this reason, anchoring / aligning by the time you land on grid is important. You get 60 seconds of shooting then 35 seconds of reloading each time. Caracals are very cheap and trade extremely efficiently. This allows us to be less 'risk adverse'. Always be platinum insured, and always be ready to go down swinging. \\ == Ammo Types == > Scourge = Kinetic (Good vs Muninn/Scimitar, and T1 Armor comps) > Mjolnir = Electromagnetic (Good vs Frigates/Destroyers/Lachesis) > Inferno = Thermal (Good vs Sacrilege and some shield comps) > Nova = Explosive (Good vs T2 Armor Comps and Basilisks) == High Slots == > 20 Cycles of Rapid Lights that fire approximately every 2.74 seconds with great application to subcaps. Up to 86km range with Faction == Mid Slots == > This fitting is NOT cap stable; but only the MWD and Multispectrum require cap. Use the cap booster whenever you need it and keep T1 Cap Booster 200 stocked in the cargohold (approx 20) == Low Slots == > All passive :) == Drones == > ECM drones are good for jamming hostile logi > DPS drones are lesser used because they don't add TOO much damage, but can still put a finger on the scale. == Refits == > 10MN Afterburner II - for ESS roaming. (Note; this is now cap stable without a booster. Extra ewar can be added) ---- === Scythes === Usually Logi would anchor on the FC and service broadcasts, but in some occasions, they can anchor seperately, approx 30km off. Notes to the Logi Anchor; try and strafe PARALLEL to the main FC, so if there's a sudden warpout, you're at least travelling in the right direction. Position yourselves 30km from the fleet relative to the hostiles. Also, you're 20% faster than the Caracals - so it's easy to recover from DPS anchor moving away. Use your watchlist to oversee Scythes/Tackle/Links pilots. Consider pre-locking dictors if tackle commits. == High Slots == > Depending your "Shield Emission Systems" skill, running reps will be very cap intensive. == Mid Slots == > Keep an eye on when you're being yellow boxed and pre-overheat your == Low Slots == > All passive :) == Drones == > ECM drones are good for jamming hostile logi > DPS drones will get you on killmails! > Armor/Hull drones will allow you to top up some damage == Refits == > 10MN Afterburner II - for ESS roaming ---- === Cyclones === The most important links are 3x Shield, Rapid Deployment, Evasive Manuvers and Sensor Optimization. If we get a fleet larger than 30, we can consider taking all links. The range is nowhere near as good, but the tank is a little better. The hyperspatial rig is also important to make the BC move at the same speed as the Cruiser. You're also not cap stable, so take Standard Mindflood. Also - DO NOT MINDLINK IT. That's the cost of an entire Caracal! == Ammo Types == > Scourge = Kinetic (Good vs Muninn/Scimitar, and T1 Armor comps) > Mjolnir = Electromagnetic (Good vs Frigates/Destroyers/Lachesis) > Inferno = Thermal (Good vs Sacrilege and some shield comps) > Nova = Explosive (Good vs T2 Armor Comps and Basilisks) == High Slots == > You don't benefit from the same cycle time or range as the Caracal, so your missiles will land slower. Consider hitting closer targets if the primary target is out of range. == Mid Slots == > This fitting is NOT cap stable; keep an eye on your hardener cycles AND take mindflood. == Low Slots == > All passive :) == Drones == > ECM drones are good for jamming hostile logi > DPS drones are lesser used because they don't add TOO much damage, but can still put a finger on the scale. == Refits == > 10MN Afterburner II - for ESS roaming. (Note; this is now cap stable without a booster. Extra ewar can be added)