NO/UNKNOWN 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.
|Pirate Faction Ships
Can launch Light and Heavy Fighters
High amount of High Slots
High amount of Medium Slots
RELATED UNI-WIKI REFERENCES
"We're the Ninth Mega now, have been for a long time and we're necessary to the entire setup. The Caldari State was getting stale, hidebound, all that 'Heiian' bullshit. Think the Big Eight give a fedo's fart for that? That's holoprop mindflood. Strictly for the dopes. The proles looking for an excuse not to stick it to Big Daddy Mega. And the eggers who spout 'Glory to the State'. They're the worst. All that power and they bow down before Mother State and Daddy Mega. Sickening."
"What? Ah yeah, Ninth Mega. What do I mean? Look, the Big Eight, right? They carve up the State between them. They get together, decide what each Mega will run, make it look good for the masses, bit of competition here, a bit of warfare there. That's all show. They're vertically integrated megacorps that run entire sectors of the economy because they've all signed up to a plan. Well, we're the anti-plan. We're the Ninth Mega because someone's got to take care of crime, right? That's us, the Mega of Crime!"
– Korako 'The Rabbit' Kosakami, interview with Ret Gloriaxx of the Scope's Galactic Hour with Ret Gloriaxx
Caldari Titan bonuses (per skill level):
4% bonus to all shield resistances
15% bonus to XL Cruise Missile Launchers, XL Torpedo Launchers and Rapid Torpedo Launcher rate of fire
6+ bonus to ship warp core strength
Gallente Titan bonuses (per skill 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
6+ bonus to ship warp core strength
• Can fit Doomsday devices
• Can fit a Phenomena Generator module
• Can fit Jump Portal Generator
• Can fit Clone Vat Bay
• Can use three Command Burst modules
• Can launch Light and Heavy Fighters
100% bonus to Fighter damage and hitpoints
200% bonus to Command Burst area of effect range
500% bonus to Armor Plates and Shield Extenders
100% bonus to Torpedo Velocity
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
Base Time to Warp
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.
Fighter Bay Capacity
Light Fighter Squad Limit
Heavy Fighter Squad Limit
Support Fighter Squad Limit
Ship Maintenance Bay Capacity
Fleet Hangar Capacity
Staying true to the Guristas philosophy of combining missiles and drones in combat, the Komodo is unique in that it can command one squadron of heavy fighters and one squadron of light fighters, with the hull bonuses giving each squadron the damage of two, as well as doubling their durability. The Komodo requires the Caldari and Gallente Titan skills to fly.
Blueprint copies for this ship can be acquired by destroying Guristas Shipyards in lowsec and nullsec. A large capital fleet is required to accomplish this task. The blueprint itself is stored inside an armored cache that only deep space transports can pick up.
Further information about additional or recommended skills to pilot Komodo for a specific or it's common role(s) can be written here.
For more info on fittings, please go here
No sub-article about Komodo roles or piloting tactics. You can write them here.
You can write additional notes for the Komodo here.
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