Claw

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Claw
Claw
Name: Claw

Hull: Slasher Class

Role: Interceptor

Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Boundless Creation

The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.

High slots 4
Medium slots 2
Low slots 4
Rig slots 3
Power output 40 MW
CPU output 100 tf
Turret slots 3
Launcher slots 2
Max targets 4
Shield capacity 352
Shield resists
(EM/EXP/KIN/THERM)
10/50/40/20
Armor HP 387
Armor resists
(EM/EXP/KIN/THERM)
70/10/25/35
Capacitor 281,25
Drones 0 m3
Drone Bandwidth
Cargo 120 m3
Max Speed 475 m/s
Insurance Cost 621,080.40
Insurance Payout 2,070,268.00
Updated for Booster Patch
Required Skills
Primary Minmatar Frigate V
Secondary Interceptors I
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

The Minmatar tier 2 Interceptor. One of the higher damage interceptors, which makes it a good solo PvP annoyance or small/fast gank group member. On the flip side it's not as hot a fleet tackler as the Stiletto since it only has two mids.

The Claw is the potentially fastest interceptor with its four lowslots, high base speed and low mass (the Crusader is only a few m/s behind though), but in pretty much all practical setups you will have to use at least one low for a cap mod of some kind or you won't be able to keep a point on anything for very long (if you don't have very good cap skills even just permarunning the MWD can become a problem).

An artillery claw makes a decent fleet interceptor, especially post Rev3; you go fast, you have a point and you can comfortably hit stuff from your wide orbit.

The autocannon Claw on the other hand is more RAMBO, you go faster than most interceptors and have enough grid to fit a 200mm plate so you can comfortably shake off some damage and run if you get too close to something with a web and close range guns. You can get killed pulling this rambo shit off; the Claw is actually not very well suited for dueling other inties. Despite doing explosive damage, which takes advantage of the fact that all intys armor tank and never use resists to help tank because they are all short on CPU, the Claw still will most likely die to any other upper tier interceptor since the damage output is just too low.

Note: In Revelations 3/Trinity, all interceptors will be getting an -80% cap usage bonus to propulsion jamming modules. This will help a lot with keeping the Claw cap stable.

[edit] Bonuses

  • Minmatar Frigate Skill Bonus: 10% bonus to Small Projectile Turret Damage per level
  • Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% bonus to Small Projectile Turret Tracking Speed per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost

[edit] Recommended Skill Packs

  • Tech2 - Small Autocannons or Tech2 - Small Artillery
  • Support - Fitting 3
  • Support - Navigation 3
  • Support - Capacitor 2
  • Support - Targeting 1
  • Support - Gunnery 2

[edit] Fittings

[edit] PvP

[edit] Standard Fleet Claw

High
3x 200mm Autocannon II (Barrage S, RF EMP S)
1x Rocket Launcher I/II (CN Rockets)
Mid
1x 1MN Microwarpdrive I
1x Warp Scrambler II
Low
2x Nanofiber Internal Structure II
1x Overdrive Injector System II
1x Damage Control II /

Minimal speed compromises, passable EHP, enough DPS to solo fleet dictors or inties, what more could you expect from a fleet Claw?


[edit] Small-Gang Claw

High
3x 200mm Autocannon II (Barrage S, RF EMP S)
1x Rocket Launcher I/II (CN rockets)
Mid
1x 1MN Microwarpdrive I
1x Warp Scrambler II
Low
2x Nanofiber Internal Structure II
1x Overdrive Injector System II
1x Gyrostabilizer II

Looking suspiciously like the Fleet Claw, this version does a bit more DPS but makes significant EHP sacrifices. Not so great for soloing DPS inties or dictors, but still able to outrun Warrior IIs for the most part while holding a tackle and doing DPS.


[edit] Baitclaw 1

High
3x 125mm Gatling Autocannon II (Barrage S, RF EMP S)
Mid
1x Catalyzed Cold-Gas I Arcjet Thrusters
1x Faint Epsilon Warp Scrambler I
Low
1x Overdrive Injector System II
1x Pseudoelectron Containment Field I (Damage Control)
1x 400mm Reinforced Rolled Tungsten Plates I
1x Gyrostabilizer II
Implants
(Required) Slot 6, Hardwiring - Inherent Implants 'Squire' PG4 (3% powergrid)

While there is no true Taranis analog within the ranks of Minmatar interceptors, the Claw can still be tanked out quite impressively for an interceptor (5k EHP even) while maintaining a very small sig (67 at Inty V) and doing ok DPS (140 overheated). The fitting is rather tight, only short an infuriating .76/.7 grid at AWU IV/V - not enough to justify losing the last speed low to a fitting mod, nor enough for a 1% implant to fill the gap even at AWU V, but is easily capable of killing any interceptor other than a Taranis, as well as most AFs. Single magstab DC Taranises might be doable if you kite with Barrage as long as possible.

[edit] Baitclaw 2

High
3x 150mm Light Autocannon II (Barrage S, RF EMP S)
Mid
1x Catalyzed Cold-Gas I Arcjet Thrusters
1x Initiated Harmonic Warp Scrambler I
Low
1x Pseudoelectron Containment Field I (Damage Control)
1x 200mm Reinforced Rolled Tungsten Plates I
1x Gyrostabilizer II
1x Adaptive Nano Plating II
Rigs
1x Projectile Collision Accelerator I
1x Projectile Burst Aerator I
Implants
Slot 6, Hardwiring - Eifyr and Co 'Gunslinger' SX-2 (5% Small Projectile Damage)

Same as above, sacrificing 500 EHP for 35 more DPS and the ability to use a 5% small projectile implant, and gaining a bit of agility. Overall superior when overheated, but 12m more expensive if you don't consider implant prices. Similar or cheaper when comparing implant costs.

[edit] PvE

[edit] Blood/Sansha faction spawn hunter

High
3x 200mm Autocannon II (EMP S, RF EMP S)
1x 'Arbalest' Rocket Launcher I (Gremlin rockets)
Mid
1x 1MN Afterburner II
1x Cap Recharger II
Low
2x Gyrostabilizer II
1x Small Armor Repairer II
1x wildcard (Nanofiber II, Thermic Plating II)

Fly around belts, find faction spawn, orbit him at 1km, activate AB and plink away. You do around 140 DPS with T1 ammo, which is enough to take most spawns even if it takes a while. If it goes too slow switch over to Republic Fleet EMP, the bounty alone will more than pay for it. You won't need to use the armor rep very often, nothing will really hit you much. Unlike a Crusader you can actually kill neuting spawns since your weapons don't use any cap, but be careful and take down cruisers/frigs (i.e. the things that can hit you) first.

If you want more DPS, get some cheap implants and fit a damage and a ROF rig, they fit easily with projectile rigging 1. In that case you can also swap the rocket launcher for a salvager, if you use a named cap recharger instead of T2.

Update: even with faction ammo this doesn't have quite enough DPS to kill an officer spawn, at least not without rigs.