Friday, 3 June 2011
Crusader: a review
After having flown the Crusader in a variety of situations and in a handful of fights, I'm ready to move on. For any other new pirates, however, here are my thoughts on the Crusader.
In many ways, the Crusader is an unremarkable ship, with middle of the road dps and tank for it's class. What is exceptional, though, is it's high base speed and four low slots.
This pretty much tells you all there is to know about the Crusader, because everything else flows from that point. It has standard interceptor bonuses to mwd and the tracking to actually hit things while moving at speed. And because it packs energy turrets, Scorch allows it to engage targets beyond web and scram range (although range enhancing mods or rigs certainly help). The Crusader was, literally, designed to fill a mwd/kiting role, and by all accounts it fills that role admirably.
Of course, I was flying it all wrong. While I enjoyed the speed, trying to fight at close range meant that I was throwing that advantage away; with only two midslots the Crusader cannot counterweb, and so loses it's relative speed advantage. It's just not a brawler - it should avoid damage, not absorb try to endure it.
When I first finished with the Crusader I was certain that I did not want to end up flying that kind of ship. Further exposure to that way of flying (via the Malediction) has softened my views, though. It's simply not what I am used to, and I suspect I have developed a bit of a comfort zone.
That aside, and while I am reserving judgement until I have some other T2 ships to compare it to, I'm not actually a huge fan of the Crusader. If I want to fly a laser vessel in that fashion, why would I not just fly a Slicer? Sure, the Crusader is faster, but for most thing the Slicer is fast enough, and has much higher dps and range.
Still, the Crusader is an excellent ship, provided you are willing to fly it the way it was designed to be flown.