Capital Ships 101

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This is a syllabus for a class, intended primarily for the teaching staff.

Teachers should only use this as a guide -- ensure there is added value for students rather than simply reading this document.

Contents

Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: http://izlin.free.fr/eve/ships/nyx.jpg

Describe the general purpose and objectives of the class, and the intended audience.

  • Duration: 60-90 minutes
  • Location: Docked up safely in a station near you

Class contents:

  • What is a capital ship?
  • A Brief history of Capital ships
  • The different capital ships
  • Why fly a capital ship
  • How to fly a Carrier / Dreadnought / Mothership / Titan
  • Remote repair, Triage & Siege
  • Cynosural fields & moving capital ships
  • Implants & Combat boosters
  • Recommended skills
  • Q&A

Student requirements:

  • mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: Mumble
  • Access to the Class.E-UNI in-game chat channel

Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links
  • In addition to the ship links listed in the syllabus, examples of modules for remote armor repair, shield repair, energy transfer, Triage, Siege, Remote ECM Burst are useful. As well as Fighters, Fighter Bombers.

Class Contents

Introduction

Welcome to this class on Capital Ships 101!

This course is designed primarily for pilots who would like a general introduction to capital ships, why you would consider flying one, and what you need to train to fly one effectively.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of the lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station [in Aldrat if you intend to participate in the practical exercise], or located....]

Everyone ready? OK, then - let's begin....

What is a Capital Ship?

There eight types of capital ships in EVE-Online, split into two groups: combat and non-combat capital ships.

For combat there are the following five types of capital ships:

  • Carrier - Fleet boosts, EWAR/webbing, able to field light and support fighters
  • Force Auxiliary - Fleet logistics & boosts, very large drone bay
  • Dreadnoughts - Siege weapon platform designed to destroy stationary structures and other capital ships
  • Supercarriers - More powerful carrier type, very resistant to electronic warfare, able to field heavy fighters, bonuses to EWAR
  • Titans - Largest ship class, very resistant to electronic warfare, able to open jump bridges for a fleet, able to fire doomsday weapon

For the non-combat group, there are the following four types of capital ships:

  • Orcas - mining command ship with a very large bay for holding ore
  • Rorquals - mining command ship, with the the ability to compress ore for easier transport
  • Freighters - haulers with tremendous cargo capacity
  • Jump Freighters - Freighters equipped with a jump drive

This class is focused on explaining and teaching the use of combat capital ships.

A Brief History of Capital Ships

Since their initial introduction in 2005 with the Red Moon Rising expansion, most recently in the April 2016 Citadel expansion, all combat related capital ships have received major overhauls to stats, bonuses, and abilities.

Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets in order to bring down player owned starbases (POSes) which previously only had been possible with large fleets. Carrier fleets were also developed in order to bulk up the damage output of corporations and alliances with many low skilled pilots by remotely assigning fighter drones. In lowsec, groups of pirates found a use for "hot dropping" carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, titans and supercarriers (also known as motherships) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POSes, an outpost and their entire presence in nullsec. It took a almost a full year for the first titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships.

However, with continued expansion of the ranks of capital pilots, carriers began to be deployed on the front lines of battleship-class conflicts to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a feat previously unheard of without at least 100-150 battleship pilots. The introduction of titans to nullsec combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay.

Capital ships as a whole were rebalanced upon the release of the April 2016 Citadel expansion. A large number of capital-size modules were added to the game, including armor plates, shield extenders, and capital electronic warfare modules, in order to facilitate more strategic capital ship fittings. The hitpoints of all capital shields, armor, and hull were reduced, and supercapitals were made vulnerable to electronic warfare, though they remain very resistant. Additionally, both a fleet hangar and ship maintenance bay were added to all dreadnoughts to make them more appealing for beginner capital pilots.

The Citadel expansion also introduced a new capital ship class: the force auxiliary. Force auxiliaries are capital logistics platform, and inherited the role from carriers, which were converted to offensive ships. The triage module, previously unique to carriers, was reassigned to be unique to the new force auxiliaries, and any carrier equipped with a triage module upon Citadel's release was converted into a force auxiliary ship of the same race. Force auxiliaries cannot launch fighters, and instead have a very large drone bay and bonuses to logistics drone performance.

Capital Ship Classes

Carrier

  • Amarr - Archon - Per level: 4% bonus to all armor resistances, 5% bonus to Cenobite neutralization optimal range, 1% bonus to Armored and Information Warfare Links effectiveness
  • Caldari - Chimera - Per level: 4% bonus to all shield resistances, 5% bonus to Scarab ECM optimal range, 1% bonus to Siege and Information Warfare Links effectiveness
  • Gallente - Thanatos - Per level: 5% bonus to Fighter damage, 2.5% bonus to Fighter hitpoints, 5% bonus to Siren warp disruption range, 1% bonus to Armored and Information Warfare Links effectiveness
  • Minmatar - Nidhoggur - Per level: 5% bonus to Fighter damage, 2.5% bonus to Fighter velocity, 5% bonus to Dromi stasis webification range, 1% bonus to Siege and Information Warfare Links effectiveness

Role bonuses:

  • Can fit Networked Sensor Array
  • Can use 3 Warfare Link modules simultaneously
  • Can launch Light and Support Fighters
  • Can lock at extended range
  • 5x penalty to Entosis Link duration


Force Auxiliary

  • Amarr - Apostle - Per level: 5% bonus to Remote Capacitor Transmitter and Remote Armor Repairer amount, 4% bonus to all armor resistances, 5% bonus to maximum capacitor pool, 1% bonus to Armored Warfare and Information Warfare Links effectiveness
  • Caldari - Minokawa - Per level: 5% bonus to Remote Capacitor Transmitter and Remote Shield Booster amount, 4% bonus to all shield resistances, 5% bonus to maximum capacitor pool, 1% bonus to Siege Warfare and Information Warfare Links effectiveness
  • Gallente - Ninazu - Per level: 5% bonus to Remote Armor Repairer and Remote Shield Booster cycle time, 7.5% bonus to Armor Repairer amount, 10% bonus to capacitor booster charge strength, 1% bonus to Armored Warfare and Skirmish Warfare Links effectiveness
  • Minmatar - Lif - Per level: 5% bonus to Remote Armor Repairer and Remote Shield Booster cycle time, 7.5% bonus to Shield Booster amount, 10% bonus to capacitor booster charge strength, 1% bonus to Siege Warfare and Skirmish Warfare Links effectiveness

Role bonuses:

  • Can fit Triage modules
  • Can use 3 Warfare Link modules simultaneously
  • 50% reduction in CPU requirements for Warfare Links
  • 200% bonus to Logistics Drone transfer amount
  • 5x penalty to Entosis Link duration


Dreadnought

  • Amarr - Revelation - Per level: 5% bonus to Capital Energy Turret, 4% bonus to all armor resistances, 10% reduction in Capital Energy Turret activation cost
  • Caldari - Phoenix - Per level: 5% bonus to XL Cruise, XL Torpedo, and Torpedo damage, 4% bonus to all shield resistances, 10% reduction in missile launcher reload time
  • Gallente - Moros - Per level: 5% bonus to Capital Hybrid Turret damage, 5% bonus to Capital Hybrid Turret rate of fire, 5% bonus to Armor Repairer cycle time
  • Minmatar - Naglfar - Per level: 5% bonus to Capital Projectile Turret damage, 5% bonus to Capital Projectile Turret rate of fire, 5% bonus to Shield Booster cycle time

Role bonuses:

  • Can fit Siege modules
  • 5x penalty to Entosis Link duration


Supercarrier

  • Amarr - Aeon - Per level: 5% bonus to Fighter damage, 4% bonus to all armor resistances, 5+ bonus to ship warp core strength, 5% reduction in Weapon Disruption Burst Projector cycle time, 2% bonus to Armored Warfare and Information Warfare Links effectiveness
  • Caldari - Wyvern - Per level: 5% bonus to Fighter damage, 4% bonus to all shield resistances, 5+ bonus to ship warp core strength, 5% reduction in ECM Jammer Burst Projector cycle time, 2% bonus to Siege Warfare and Information Warfare Links effectiveness
  • Gallente - Nyx - Per level: 10% bonus to Fighter damage, 5% bonus to Fighter hitpoints, 5+ bonus to ship warp core strength, 5% reduction in Sensor Dampening Burst Projector cycle time, 2% bonus to Armored Warfare and Skirmish Warfare Links effectiveness
  • Minmatar - Hel - Per level: 10% bonus to Fighter damage, 5% bonus to Fighter velocity, 5+ bonus to ship warp core strength, 5% reduction in Target Illumination Burst Projector cycle time, 2% bonus to Siege Warfare and Skirmish Warfare Links effectiveness

Supercarriers retain the same role bonuses as carriers, and in addition have the following:

  • Can fit Burst Projectors
  • Can launch Light, Support, and Heavy Fighters
  • 400% bonus to Armor Plates and Shield Extenders
  • 50% bonus to Remote Sensor Dampener resistance
  • 50% bonus to Stasis effect resistance
  • 50% increase to Remote Electronic Assistance impedance


Titan

History

As stated before, in their first year of existence, titans were considered unbuildable and not particularly useful. However, once their true capabilities were released, they suddenly became the one thing every sub-capital fleet feared.

With the release of the December 2009 Dominion expansion, doomsday weapons were heavily nerfed. Instead of being one massive smartbomb - able to kill whole fleets (and crash servers), each of the new doomsday weapons inflicts a staggering amount of damage to a single target. One shot is enough to kill anything short of another titan, tanked supercarrier or a POS tower. Lesser capital ships may be able to survive one shot if they tanked EXTREMELY against the damage type of the weapon, which is still its racially-preferred damage type.

Dominion also made titans significantly tougher. The racially preferred defensive layer (e.g. shields for Caldari, armor for Gallente, etc.) was quadrupled in capacity, the secondary defensive layer was tripled, and the hull was doubled. Titans also received a 100% bonus per level damage boost to their preferred weapons, which boosted their potential DPS to a single target nearly to the level of a dreadnought out of siege mode, and that does not take into account damage from the doomsday weapon.

Like all other capital ships, titans were reworked in the Citadel expansion, and many of their skill bonuses were changed, though they remain immensely powerful.

  • Amarr - Avatar - Per level: 180% bonus to Capital Energy Turret damage, 10% reduction in Capital Energy Turret activation cost, 7% bonus to fleet members' capacitor recharge rate, 10+ bonus to ship warp core strength
  • Caldari - Leviathan - Per level: 50% bonus to kinetic XL Cruise, XL Torpedo, and Torpedo damage, 40% bonus to EM, explosive and thermal XL Cruise, XL Torpedo, and Torpedo damage, 15% bonus to XL Cruise Missile Launcher, XL Torpedo Launcher, and Rapid Torpedo Launcher rate of fire, 7% bonus to fleet members' maximum shield hitpoints, 10+ bonus to ship warp core strength
  • Gallente - Erebus - Per level: 180% bonus to Capital Hybrid Turret damage, 5% bonus to Capital Hybrid Turret rate of fire, 7% bonus to fleet members' maximum armor hitpoints, 10+ bonus to ship warp core strength
  • Minmatar - Ragnarok - Per level: 180% bonus to Capital Projectile Turret damage, 5% bonus to Capital Projectile Turret rate of fire, 7% reduction in fleet members' signature radius, 10+ bonus to ship warp core strength

Role bonuses:

  • Can fit Doomsday devices
  • Can fit Jump Portal Generator
  • Can fit Clone Vat Bay
  • Can use 3 Warfare Link modules simultaneously
  • 500% bonus to Armor Plates and Shield Extenders
  • 80% bonus to Sensor Dampener resistance
  • 80% bonus to Weapon Disruption resistance
  • 80% bonus to Stasis effect resistance
  • 80% increase to Remote Electronic Assistance impedance
  • 5x penalty to Entosis Link duration

Why Fly a Capital ship

Carriers

Carriers are probably one of the most common capital ships. Many people utilize the carriers capability to hold a million cubic meters of fully fit ships. This makes the carrier an ideal platform for moving assets in Low and Null security space. Further, carriers are very useful in the defense of Sovereignty. During Sov warfare in Null security space, certain structures must be attacked. By driving off the attackers, the defenders can use the immense repair capabilities of a carrier in triage to quickly repair any damage done by the attack.

In addition to defense and logistics carriers are also useful in combat. From as simple as undocking a carrier from a station to rep up a ship during station-games to as complex as the triage tactics exemplified by Rooks and Kings, carriers bring many unique capabilities to the battlefield.

Supercapitals and Dreadnaughts

Generally super carriers, titans, and to a lesser extend Dreadnaughts are only used during coordinated alliance or corporation operations. Because they are so expensive to fly and fit Supercapitals are almost treated as an alliance asset in many cases.


How to Fly a Capital Ship

Capital Ship Mechanics

Capital ships have several mechanics that set them apart from regular ships. One of the most obvious is the ability to jump to a cynosural field ("cyno"). A cynosural field is an object produced by a ship fitted with a Cynosural Field Generator. It requires liquid ozone fuel to generate, and the ship generating it is unable to move or activate modules for 10 minutes. Capital ships must consume jump fuel (isotopes) in order to teleport to the cynosural field. Jumping consumes a large amount of capacitor, so many capitals will jump using a "cap fit". This means that modules such as Capacitor Flux Coils and Cap Rechargers are fit, enabling the capital ship to quickly regenerate its capacitor prior to engaging. It will then use the fitting services of its fleetmates in carriers in order to refit for "tank" (all ships), "gank" (dreadnoughts, supercarriers, and titans) or "triage" (force auxiliaries).

Prior to the Phoebe patch, there was no limit to the amount of times a capital ship could jump, however many groups were abusing this, giving their large Supercapital fleets a huge amount of mobility. CCP then introduced Jump Fatigue, a mechanic that prevents capital ships from jumping again immediately. If a capital jumps multiple times in rapid succession, the Jump Fatigue the pilot accrues increases exponentially, discouraging rapid chain-jumping in order to get somewhere. Jump Fatigue is also inflicted by taking Jump Bridges, and using a Titan's Jump Portal. The effects of Jump Fatigue are reduced for pilots of industrial ships, including Jump Freighters, and Black Ops ships.

Carriers

The usual role of a carrier is that of "Triage". The carrier can fit a triage module, which massively boosts its remote repair capabilities, while increasing its local tank and making it immune to electronic warfare. What's the catch, I hear you say? There are multiple. Firstly, the triage module consumes Strontium Clathrates, one of the more expensive ice products. Secondly, while in Triage the carrier cannot move or jump. Thirdly, Triage lasts five minutes. Finally, the thing that makes flying Triage so dangerous. When in Triage mode, the carrier CANNOT receive repairs from its fleet mates. In a capital and supercapital brawl, the triage carrier is not long for the world, especially when focused by Titans and Sieged Dreadnoughts.

However, the carrier is not always relegated to a support role. The carrier can fit Drone Control Units which, when combined with the bonus from the racial Carrier skill, can enable a carrier pilot to use up to 15 drones! The most commonly used carrier drones are fighters. Fighters are extremely powerful drones, with the ability to deal massive amounts of damage and follow a target in warp. Another drone type used by carriers are sentry drones. The "Slowcat" doctrine is built around massive amounts of Archon carriers repairing each other constantly, while dealing huge amounts of damage with sentry drones.

Carriers are the most "useful" capital ship, in the opinion of many. In addition to their combat capabilities, carriers have a Ship Maintenance Bay, which can store up to 1 million square meters of ships. Many players use their carriers as "suitcases", storing ships in their SMBs and jumping to a destination, transporting many ships over a potentially vast distance. Carriers also feature corporation hangars which can be accessed by anyone in the corporation.

Dreadnoughts

Dreadnoughts are the most straightforward capital in this author's opinion. Flying one is easy! Undock, jump in, siege up, press F1 a lot, and then die! In all seriousness though, a Dreadnought is a giant gunboat, second only in raw DPS to Supercarriers and Titans. The thing responsible for this DPS is the Siege Module. It behaves similarly to the carrier's Triage Module, preventing movement and jumping while also preventing remote assistance and EWar, however Siege Mode boosts the Dread's DPS to near-Titan levels. However, due to the ban on remote assistance, the Siege Dreadnought has a different nickname in a fleet fight - the Suicide Dread.

Supercarriers

Supercarriers behave in a similar fashion to carriers, with the exception that they cannot fit triage modules, are permanently immune to EWar, cannot dock, and can utilize Fighter Bombers. Fighter Bombers are similar to fighters, but are exclusive to Supercarriers. They deal more DPS, and have a more overwhelming alpha damage strike. The only faction capital ship, the Revenant, is a supercarrier. Revenants are so rare that only three have died. One was killed by Black Legion in one of the most famous awoxes in Eve history. One was killed in a special event that so many people attended, the server failed to even generate a killmail for it. The third one died only a few days before this article was written, ganked by Pandemic Legion, the owners of the first Revenant to ever die.

Titans

Flying a Titan (and a supercarrier) is commonly referred to as "flying a space coffin". These ships cannot dock, and it is a very poor idea to try and store them in a POS where they can be easily stolen. This means that once your pilot is in a Titan, it's probably not leaving until the Titan dies. Despite this, many people aspire to fly these ships due to their awesome power. The Titan has the ability to use a Doomsday Device. This weapon targets a single capital-sized ship, and after a short delay, deals 2 million raw damage (at DD Operation 1) to 3 million raw damage (at DD Operation 5). After activating this module, for 30 seconds the Titan cannot move, and for 10 minutes the Titan cannot jump. Using the Doomsday also consumes jump fuel.

The Titan is also a capable combat ship, doing Dreadnought levels of damage, without the need to use Siege Mode. Like the supercarriers, and the sieged and triaged dreadnoughts and carriers, a Titan is also immune to EWar. Finally, the Titan can activate a Jump Bridge, a module that allows ships without a jump drive to teleport to a cyno.

Implants & Combat Boosters

When you are piloting a ship as expensive as a capital, money is no object when it comes to your pod. The specific implants you pick, and the specific boosters you use will depend on the ship you are flying.

Recommended Capital Ship Skills

It is recommended to have perfect, or near-perfect support skills before flying a capital. If you are flying a carrier or a supercarrier, having perfect drone and tank skills will allow you to extract maximum performance from your hull, whereas if you are flying a dreadnought or a Titan, you should train your gunnery support skills, in addition to having perfect tank skills. It is also HIGHLY recommended to have your racial ship skill to 5. The bonuses from racial ship skills are massive on capital ships, and therefore many alliances will require you to train these before flying a capital. Finally, all skills relating to jumping to cynos, such as Jump Drive Calibration and Jump Fuel Conservation, should all be to 5.

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?
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