Maelstrom

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Eve University Database
 
Ship Database
Maelstrom
Maelstrom
Minmatar Republic
Minmatar Republic
ECM PRIORITY
NORMAL
LADAR
what's this?

NORMAL Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Standard Battleships
Maelstrom Class
first highlight
High Amount of High Slots
HIGHLIGHTS

Contents

With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield.

SHIP BONUSES

Minmatar Battleship Skill Bonus:
5% bonus to Large Projectile Turret Rate of Fire per level
7.5% bonus to Shield Boost Amount per level

Required Skills
  • Minmatar Battleship I1h 6m
    • Spaceship Command IV1d 1h 8m
    • Minmatar Battlecruiser III1d 1h 50m
      • Spaceship Command III4h 25m
      • Minmatar Cruiser III22h 12m
        • Spaceship Command II46m
        • Minmatar Destroyer III8h 49m
          • Minmatar Frigate III8h 49m
          • Spaceship Command I8m
Training Time what's this?
4d 1h 13m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations

none

Ship Attributes

Fittings
Powergrid
powergrid
21,000 MW
CPU
cpu output
640 tf
Capacitor
capacitor
6,000 GJ
High
high slots
8
Launchers
launcher slots
0
Turrets
turret slots
8
Medium
middle slots
6
Low
low slots
5
Navigation
Max Velocity
max. velocity
94 m/s
Inertia Modifier
inertia modifier (agility)
0.136
Warp Speed
inertia modifier (agility)
2 AU/s
Base Time to Warp
base time to warp
19.53 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
100 m³
Drone Bandwith
drone bandwith
100 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
75 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
21 points
Sig. Radius
ship signature radius
460 m
Scan Res.
scan resolution
90 mm
Structure
Structure Hitpoints
structure hitpoints
7,000 HP
Mass
ship mass
103,600,000 kg
Volume
ship volume
472,500 m³
Capacity
cargo capacity
550 m³
Shields
Shield Capacity
shields
8,000 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
7,500 HP
Armor Resistances
EM
shield electromagnetic resistance
60
THR
armor thermal resistance
35
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
10


Summary

The Maelstrom is the usual choice for minmatar pilots running Level 4 missions, which it does quite well with its bonus to shield boosting. PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannons instead.

In PvP the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.

Skills

Further information about additional or recommended skills to pilot Maelstrom for a specific or it's common role(s) can be written here.

Fitting

PvE
Maelstrom: PvE
SHIP INFO
EFT
[Maelstrom, PvE]
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I

X-Large Shield Booster II
Shield Boost Amplifier II
Cap Recharger II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 100MN Afterburner I

Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Warrior II x5
Valkyrie II x5
Hornet EC-300 x5

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FITTING DIFFICULTY
WARSOP STATUS
Approved
EVE VERSION
PRE-RET 1.0
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Minmatar Frigate IV
  • Minmatar Cruiser IV
  • Spaceship Command IV
  • Minmatar Battleship III
  • Shield Operation V
  • Shield Management V
  • Tactical Shield Manipulation IV
  • Energy Management IV
  • Energy Systems Operation V
  • Shield Compensation IV
  • Rapid Firing III
  • Trajectory Analysis III
  • Surgical Strike III
  • Large Projectile Turret IV
  • Sharpshooter IV
  • Motion Prediction IV
  • Long Range Targeting IV
  • Minmatar Battleship IV
  • Drone Interfacing III
  • Drone Durability III
  • Energy Grid Upgrades III
  • Gunnery V
  • Small Projectile Turret III
  • Medium Projectile Turret III
  • Large Projectile Turret I
  • Weapon Upgrades IV
  • Hull Upgrades IV
  • Drone Navigation IV
  • Gallente Drone Specialization II
  • Signature Analysis IV
  • Target Management V
  • Advanced Target Management I
  • Electronic Warfare IV
  • Electronic Warfare Drone Interfacing I
  • Mechanic IV
  • Engineering IV
  • Navigation IV
  • Evasive Maneuvering III
  • Warp Drive Operation III
  • Electronics V
  • Afterburner I
  • Mechanic III
  • Jury Rigging I
  • Drones V
  • Scout Drone Operation V
  • Minmatar Drone Specialization II
  • Small Projectile Turret V
  • Small Artillery Specialization IV
  • Medium Projectile Turret V
  • Medium Artillery Specialization IV
  • Sharpshooter V
  • Large Projectile Turret V
  • Large Artillery Specialization II
  • Weapon Upgrades V
  • Advanced Weapon Upgrades I
  • Small Autocannon Specialization IV
  • Medium Autocannon Specialization IV
  • Motion Prediction V
  • Large Autocannon Specialization II
NOTES
  • Cap skills (the first 3 recommended skills) are effectively mandatory. Booster must be 'pulsed' (used briefly when needed).
  • When fighting Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat.
  • T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro.
  • Variants: Replace the Cap Recharger with a Cap Booster, a SeBo, or a 3rd Hardner. Drop the DC2 for another Gyro.
  • Other rigs to consider are the Large Core Defence Capacitor Safeguard and the Large Semiconductor Memory Cell.
  • As always, hardners, ammo and drones should be selected to match the rats' damage and weaknesses.
PvE Autocannon & ASB
Maelstrom: PvE Autocannon & ASB
SHIP INFO
EFT
[Maelstrom, PvE Autocannon & ASB]
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I

Experimental 100MN Afterburner I
X-Large Ancillary Shield Booster
Explosive Deflection Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Ionic Field Accelerator I

Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Fourier Transform Tracking Program
Tracking Enhancer II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I

Hobgoblin II x5
Hammerhead II x5
Hornet EC-300 x5

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FITTING DIFFICULTY
WARSOP STATUS
Approved
EVE VERSION
RUBI 1.1
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Minmatar Battleship III
  • Large Projectile Turret III
NOTES
  • This is fit for Angel Cartel, replace the ammo, explosive deflection field and/or one adaptive as required
  • Only needs fitting skills at level 4, and cap skills are less important with the ASB
  • Tight on CPU, the Meta 4 Fourier Transform Tracking Program can be replaced with another Tracking Enhancer II if your fitting skills allow
  • The Anciliary Shield Booster provides a ~15% restoration of shields each cycle with no cap use, but requires cap booster 400 charges, thankfully very cheap!
  • EC-300 drones can be used to break a targets lock on you, for example to release a warp scram so you can escape
  • The rigs are the same as the uni incursion fits, allowing you to re-fit for incursions easily in future
Maelstrom: Incursions (vanguards)
SHIP INFO
EFT
[Maelstrom, Incursions (vanguards)]
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I

Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I

Medium Shield Maintenance Bot I x5
Warrior II x10

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FITTING DIFFICULTY
WARSOP STATUS
Faction modules
EVE VERSION
Odyssey 1.1
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
  • If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
  • The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
Maelstrom: Incursions (assaults)
SHIP INFO
EFT
[Maelstrom, Incursions (assaults)]
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I

Sensor Booster II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I

Medium Shield Maintenance Bot I x5
Valkyrie II x5

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FITTING DIFFICULTY
WARSOP STATUS
Approved
EVE VERSION
Odyssey 1.1
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Engineering V (easiest)
  • Advanced Weapon Upgrades II (hardest)
NOTES
  • The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
  • You will need Engineering V or Advanced Weapon Upgrades trained in order to fit the artillery.
  • Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and the Optimal Range Script. For short range you'll swap to the Scan Resolution Script and the Tracking Speed Script.

Tactics

No sub-article about Maelstrom roles or piloting tactics. You can write them here.

Notes

This vessel qualifies for the University PYOS and BYOM programs.


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