Difference between revisions of "Hyperion"

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(→‎Fitting: Added Starter Incursion fit)
(→‎Skills: Added Uni incursion community minimum skills to fly a Hyperion)
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==Skills==
 
==Skills==
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===Incursion Minimum Skills===
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 +
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
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! [[file:icon_cogs.png|32px|link=]] Core skills
 +
! [[file:icon_cog.png|32px|link=]] Utility skills
 +
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills
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! [[file:icon_ship.png|32px|link=]] Ship skills
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! [[File:Icon drones.png|32px|link=]] Drone skills
 +
|- valign="top" style="background:#222222;"
 +
| ~ 12 days and 21 hours
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| ~ 9 days and 9 hours
 +
| ~ 20 days and 6 hours
 +
| ~ 5 days and 6 hours
 +
| ~ 12 days and 1 hour
 +
|- valign="top"
 +
| style="padding:8px;" nowrap |
 +
Cybernetics I<br>
 +
CPU Management IV<br>
 +
Power Grid Management IV<br>
 +
Mechanics IV<br>
 +
Weapon Upgrades IV<br>
 +
Capacitor Management IV<br>
 +
Capacitor Systems Operation IV<br>
 +
Shield Upgrades IV<small>&nbsp;<ref><strong>Shield Upgrades IV</strong> is required for the '''Large Shield Expander II''' module.</ref></small><br>
 +
Shield Operation IV<small>&nbsp;<ref><strong>Shield Operation IV</strong> is required for the <strong>EM Shield Compensation</strong> skill.</ref></small><br>
 +
Shield Management III<br>
 +
Hull Upgrades IV<small>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the '''Damage Control II''' module.</ref></small>
 +
| style="padding:8px;" nowrap |
 +
Signature Analysis IV<br>
 +
Long Range Targeting IV<br>
 +
Target Management IV<br>
 +
Propulsion Jamming III<small>&nbsp;<ref><strong>Propulsion Jamming</strong> is a needed to use a stasis webifier.</ref></small><br>
 +
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
 +
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a required for the '''Shield Rigging''' skill.</ref></small><br>
 +
Shield Rigging III<br>
 +
Tactical Shield Manipulation IV<br>
 +
EM Shield Compensation III
 +
| style="padding:8px;" nowrap |
 +
Gunnery V<br>
 +
Motion Prediction IV<br>
 +
Rapid Firing IV<br>
 +
Sharpshooter IV<br>
 +
Surgical Strike IV<br>
 +
Trajectory Analysis IV<br>
 +
Controlled Bursts IV<small>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.</ref></small><br>
 +
Small Hybrid Turret III<small>&nbsp;<ref><strong>Small Hybrid Turret III</strong> is a starter skill, but this is included in case you have to crosstrain into another race''s weapon system.</ref></small><br>
 +
Medium Hybrid Turret III<br>
 +
Large Hybrid Turret III
 +
| style="padding:8px;" nowrap |
 +
Spaceship Command IV<br>
 +
Gallente Frigate III<small>&nbsp;<ref><strong>Gallente Frigate III</strong> is a starter skill,  but this is included in case you have to crosstrain out of your initial race.</ref></small><br>
 +
Gallente Destroyer III<br>
 +
Gallente Cruiser III<br>
 +
Gallente Battlecruiser III<br>
 +
Gallente Battleship III<br>
 +
Warp Drive Operation III<br>
 +
Evasive Maneuvering III<br>
 +
Afterburner III<small>&nbsp;<ref>'''Afterburner III''' is required for '''High Speed Maneuvering'''.</ref></small><br>
 +
High Speed Maneuvering II<small>&nbsp;<ref>'''High Speed Maneuvering''' is required to fit the '''Prototype 100MN Microwarpdrive I''' module for headquarter sites.</ref></small>
 +
| style="padding:8px;" nowrap |
 +
Drones V<br>
 +
Light Drone Operation V<br>
 +
Amarr Drone Specialization III<small>&nbsp;<ref>'''Drones V''', '''Light Drone Operation V''' and '''Amarr Drone Specialization I''' is required to use Acolyte II. Consider training '''Medium Drone Operation V''' to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.</ref></small><br>
 +
Drone Interfacing III<br>
 +
Drone Navigation III<br>
 +
Drone Sharpshooting III<br>
 +
Drone Avionics III<br>
 +
Drone Durability I<small>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
 +
Repair Drone Operation II<small>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones. If you have room for heavies they require <strong>Repair Drone Operation III</strong>.</ref></small><br>
 +
Shield Emission Systems III<small>&nbsp;<ref><strong>Shield Emission System III</strong> is required to use shield maintenance drones.</ref></small>
 +
|- valign="top" style="background:#222222;"
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| colspan=5 | ~ 59 days, 18 hours and 47 minutes worth of training in total (+3 implants, no remap)
 +
|}
 +
<small><references/></small>
 +
 
''Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.''
 
''Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.''
  

Revision as of 09:25, 28 August 2014

EVE University Database
 
Ship Database
Hyperion
Hyperion
Gallente Federation
Gallente Federation
Standard Battleships
Hyperion Class
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Development
Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.

SHIP BONUSES

Gallente Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret damage
7.5% bonus to Armor Repairer 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
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
16,000 MW
CPU
cpu output
600 tf
Capacitor
capacitor
7,200 GJ
High
high slots
7
Launchers
launcher slots
1
Turrets
turret slots
6
Medium
medium slots
5
Low
low slots
7
Rig
rigs
3
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
115 m/sec
Inertia Modifier
inertia modifier (agility)
0.118
Warp Speed
inertia modifier (agility)
2 AU/s
Base Time to Warp
base time to warp
16.39 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
175 m³
Drone Bandwidth
drone bandwidth
125 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
60.00 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
23 points
Sig. Radius
signature radius
485 m
Scan Res.
scan resolution
110 mm
Structure
Structure Hitpoints
structure hitpoints
8,500 HP
Mass
ship mass
100,200,000 kg
Volume
ship volume
495,000 m³
Cargo Capacity
cargo capacity
675 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
8,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
7,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Hyperion is the Gallente combat battleship. It is bonused for hybrids, but has no preference between railguns or blasters. The Hyperion is typically not a popular ship; the Megathron has similar firepower and fleet PvP performance, while the Dominix's selectable damage types make it superior for most PvE activities. However, it's one of the only Gallente ships that can fit an acceptable sniper fit for incursions, and the Hyperion excels in small gang and solo PvP situations where logistics isn't available.

The Hyperion's 125m3 dronebay allows the ship to fly a full flight of Heavy or Sentry drones. Combined with its blaster bonuses, a fully skilled Hyperion firing Void L ammo has the highest paper DPS of any T1 battleship in the game, provided it can get within range of the enemy.

Skills

Incursion Minimum Skills

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 12 days and 21 hours ~ 9 days and 9 hours ~ 20 days and 6 hours ~ 5 days and 6 hours ~ 12 days and 1 hour

Cybernetics I
CPU Management IV
Power Grid Management IV
Mechanics IV
Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Upgrades IV [1]
Shield Operation IV [2]
Shield Management III
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
Target Painting III [5]
Jury Rigging III [6]
Shield Rigging III
Tactical Shield Manipulation IV
EM Shield Compensation III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [7]
Small Hybrid Turret III [8]
Medium Hybrid Turret III
Large Hybrid Turret III

Spaceship Command IV
Gallente Frigate III [9]
Gallente Destroyer III
Gallente Cruiser III
Gallente Battlecruiser III
Gallente Battleship III
Warp Drive Operation III
Evasive Maneuvering III
Afterburner III [10]
High Speed Maneuvering II [11]

Drones V
Light Drone Operation V
Amarr Drone Specialization III [12]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [13]
Repair Drone Operation II [14]
Shield Emission Systems III [15]

~ 59 days, 18 hours and 47 minutes worth of training in total (+3 implants, no remap)
  1. ^ Shield Upgrades IV is required for the Large Shield Expander II module.
  2. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  4. ^ Propulsion Jamming is a needed to use a stasis webifier.
  5. ^ Target Painting III is only needed if you'll use a Target Painter module.
  6. ^ Jury Rigging III is a required for the Shield Rigging skill.
  7. ^ Controlled Bursts is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.
  8. ^ Small Hybrid Turret III is a starter skill, but this is included in case you have to crosstrain into another races weapon system.
  9. ^ Gallente Frigate III is a starter skill, but this is included in case you have to crosstrain out of your initial race.
  10. ^ Afterburner III is required for High Speed Maneuvering.
  11. ^ High Speed Maneuvering is required to fit the Prototype 100MN Microwarpdrive I module for headquarter sites.
  12. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. Consider training Medium Drone Operation V to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.
  13. ^ Drone Durability I is required to use shield maintenance drones.
  14. ^ Repair Drone Operation II is required to use light and medium shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
  15. ^ Shield Emission System III is required to use shield maintenance drones.

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

Fitting

Dual Rep Ions
Hyperion: Dual Rep Ions
EFT
[Hyperion, Dual Rep Ions]
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Medium Unstable Power Fluctuator I

Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Capacitor Booster II
Heavy Capacitor Booster II

Damage Control II
Large Ancillary Armor Repairer
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
1600mm Reinforced Steel Plates II

Large Nanobot Accelerator I
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I


Warrior II x5
Hammerhead II x5
Ogre I x4

Nanite Repair Paste x256
Navy Cap Booster 800 x21
Federation Navy Antimatter Charge L x2160
Void L x2160
Null L x2160

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Has a permatank of 1655 DPS for as long as you have cap boosters with the shift hardener set to 10% thermal, 10% kinetic and 40% explosive.
  • Does 796 with antimatter, 4 ogres and a hammerhead before heat.
Dual Rep Neutrons
Hyperion: Dual Rep Neutrons
EFT
[Hyperion, Dual Rep Neutrons]
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Heavy Unstable Power Fluctuator I

Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Heavy Capacitor Booster II

Damage Control II
Large Ancillary Armor Repairer
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
1600mm Reinforced Steel Plates II

Large Ancillary Current Router I
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I


Warrior II x5
Hammerhead II x5
Ogre I x4
Navy Cap Booster 800 x23

Nanite Repair Paste x256
Navy Cap Booster 800 x23
Federation Navy Antimatter Charge L x1440
Void L x1440
Null L x1440

Fitting template high slot label.png
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icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
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Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Has a 1192 DPS constant tank and 1407 burst tank with the shift hardener set to 10% themal, 10% kinetic and 40% explosive.
  • Does 835 DPS with antimatter, 4 ogres and a hammerhead without heat.
Incursions Starter Fit (vanguards)
Hyperion: Incursions Starter Fit (vanguards)
EFT
[Hyperion, Incursions Starter Fit (vanguards)]
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large S95a Remote Shield Booster

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

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer 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


Heavy Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12000

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
Hyperion 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Cybernetics I
  • CPU Management IV
  • Power Grid Management IV
  • Mechanics IV
  • Weapon Upgrades IV
  • Capacitor Management IV
  • Capacitor Systems Operation IV
  • Shield Upgrades IV
  • Shield Operation IV
  • Shield Management III
  • Hull Upgrades IV
  • Signature Analysis IV
  • Long Range Targeting IV
  • Target Management IV
  • Propulsion Jamming III
  • Target Painting III
  • Jury Rigging III
  • Shield Rigging III
  • Tactical Shield Manipulation IV
  • EM Shield Compensation III
  • Gunnery V
  • Motion Prediction IV
  • Rapid Firing IV
  • Sharpshooter IV
  • Surgical Strike IV
  • Trajectory Analysis IV
  • Controlled Bursts IV
  • Large Hybrid Turret III
  • Spaceship Command IV
  • Gallente Battleship III
  • Warp Drive Operation III
  • Evasive Maneuvering III
  • Afterburner III
  • High Speed Maneuvering II
  • Drones V
  • Light Drone Operation V
  • Amarr Drone Specialization III
  • Drone Interfacing III
  • Drone Navigation III
  • Drone Sharpshooting III
  • Drone Avionics III
  • Drone Durability I
  • Repair Drone Operation II
  • Shield Emission Systems III
NOTES
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Magnetic Field Stabilizer II.
  • The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
  • If you can upgrade to T2 guns (Neutron Blaster Cannon II), you may want to bring Null L as well as the Faction Antimatter, which will be more effective for targets beyond ~15km.


Tactics

The Hyperion is a popular ship for those starting to fly incursions whilst they are upskilling for Pirate Battleships. The posted fit for Vanguard Fleets lists the ammo to use as Caldari Navy Antimatter. Recently I've been using Null L ammo and I've been having a lot of success with it.

It has less DPS per shot than the antimatter rounds however due to the much greater range I find that I'm landing many more hits, consequently my DPS is higher. That being said I always fly with both ammo types in my hold as at very close ranges the antimatter ammo is the better.

Important Note: To use Null L ammo your guns must be Tech 2.

Notes

This vessel qualifies for the University PYOS and BYOM programs.