Scorpion

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Scorpion
Scorpion
The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.
High slots 6
Medium slots 8
Low slots 4
Rig slots 3
Power output 9000 MW
CPU output 750 tf
Turret slots 4
Launcher slots 4
Max targets 7
Shield capacity 6641
Shield resists
(EM/EXP/KIN/THERM)
0/50/40/20
Armor HP 5469
Armor resists
(EM/EXP/KIN/THERM)
50/10/25/45
Capacitor 5312
Drones 75 m3
Drone Bandwidth 75 Mbit/s
Cargo 550 m3
Max Speed 94 m/s
Insurance Cost 21,375,000 ISK
Insurance Payout 71,250,000 ISK
Updated for Apocrypha 1.3
Required Skills
Primary Caldari Battleship I
Secondary N/A
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

The Scorpion is the Caldari ECM Battleship. Its strength has waxed and waned over time in response to the balancing of ECM but is currently somewhat mediocre after the ECM range changes of Apocrypha. Despite this, the Scorpion is still a fairly solid choice for people who haven't trained large T2 rails and enjoy shitting in cornflakes. With the advent of the Newbee T1 sniper, younger pilots have the option of flying a front-line fleet sniper.

With the rebalancing of ECM in Apocrypha, the Scorpion can also be looked at as a "general purpose" long-range electronic warfare platform, provided you're not relying on ewar bonuses for other types to do their job. RSDs and Tracking Disruptors can both be used to some degree of effectiveness, since both maintain reasonable success rates at sniping ranges if you use range rigs.

The Scorpion is not called primary as frequently as before, however it is still a high-priority target.

[edit] Bonuses

  • 15% bonus to ECM Target Jammer strength per level.
  • 20% bonus to ECM Target Jammer optimal and falloff range per level.
  • 20% Bonus to ECM Burst Range per level

[edit] Serious Business Overview

If you are in a Serious Business fleet flying an ECM ship, you should set your overview to the following:

Battleship, Heavy Assault Ship, Logistics.

[edit] Fittings

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Image:serious.jpg

[edit] RSD Scorpion

High
4x Cruise Missile Launcher I
2x Wildcard
Mid
1x 100MN MicroWarpdrive I
1x Sensor Booster II (Targeting Range)
6x Remote Sensor Dampener II (Targeting Range Dampening)
Low
2x 1600mm Reinforced Rolled Tungsten Plates I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
Rigs
3x Particle Dispersion Projector I

Because of the long falloff range of RSDs, this is actually more likely to work on battleships than racial ECM out to 170km. Each one knocks their targeting range down by 40% with Signal Suppression IV. Your success rate goes up at closer ranges and the effect stacks, though with diminishing returns. Generally speaking, one will prevent a battleship from targeting past 110km, two will keep it from targeting past 70km, and three will keep it from targeting past 55km. Any closer than that, and you get to lament not bringing ECM instead.

[edit] Tracking Disruptor Scorpion

High
4x Cruise Missile Launcher I
2x Wildcard
Mid
1x 100MN MicroWarpdrive I
1x Sensor Booster II (Targeting Range)
6x Tracking Disruptor II (Optimal Range Disruption)
Low
2x 1600mm Reinforced Rolled Tungsten Plates I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
Rigs
3x Particle Dispersion Projector I

This setup gives the disruptors a 105km optimal with Long Range Jamming IV and 34km falloff with Frequency Modulation IV. More effective than ECM on battleships out to about 144km, though the effectiveness falls off very quickly. At Turret Destabilization IV, this will drop the optimal and falloff of each disruptor target by 48%, rendering snipers virtually useless.


[edit] Augswarm On-grid Deathstar Pit Scorpion

Shield Repair Fitting

High
4x Large Atonement I Ward Projector
2x Large Regard I Power Projector
Mid
3x Cap Recharger II
2x Large Shield Extender II
2x Invulnerability Field II
1x Photon Scattering Field II or additional LSE II
Low
4x Capacitor Power Relay II
Rigs
2x Capacitor Control Circuit I

'Armor Repair Fitting

High
4x Large Solace I Remote Bulwark Reconstruction
1x Large Regard I Power Projector
1x Medium Regard I Power Projector
Mid
3x Cap Recharger II
2x Large Shield Extender II
2x Invulnerability Field II
1x Photon Scattering Field II or additional LSE II
Low
4x Capacitor Power Relay II
Rigs
2x Remote Repair Augmentor I

Replace with other named Tech 1 as needed; having Tech II (except cap/shield/armor transfers) will help keep costs down as well as improve tank and capacitor stability. Riggings are somewhat optional, though they go a long way toward improving cap stability. If going without riggings in the Shield Repair Fitting, replace one large cap transfer with a medium to be cap stable running both. As is, these fittings are cap stable with three repair modules or both capacitor transfers running. Adding a third RRA rig to the Armor Repair Fitting will make it fully cap stable with all four rep modules, while adding a CCC will allow replacement of a medium cap transfer with a large and remain cap stable.

These setups are intended to support remote repair battleship gangs on deathstar POS ops. Their tank should be sufficient to sustain deathstar POS fire, though the Scorpion remains squishy for a battleship. Still, an Augswarm Scorpion does its job very well, providing a good medium between tanking and capacitor stability in order to give the fleet improved survivability.

For a fully cap stable setup intended for off-grid pitcrew work, see the discussion page.