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

Development
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 bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
7.5% bonus to Shield Booster amount

Required Skills
Training Time what's this?
3d 20h 55m 10s
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/sec
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
75.00 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

Phased Plasma L x1
Fusion L x1
EMP L x1
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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.


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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