Maulus Navy Issue

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Maulus Navy Issue
CornerTFh.png
Maulus Navy Issue
Gallente Federation
Gallente Federation
Faction Frigates
Maulus Class
RELATED UNI-WIKI REFERENCES

The Maulus Navy Issue is the result of the Federation Navy's decision to pivot towards increased support for their Capsuleer allies in the contested low-security constellations across Black Rise and Placid. Borrowing innovative concepts from local pirate bands, Gallente engineers developed a ship capable of extremely powerful warp scrambling alongside respectable combat abilities.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
10% bonus to Drone hitpoints and tracking speed
10% bonus to Warp Scrambler optimal range
Misc bonus:
2+ scramble strength to all Warp Scramblers
• Maulus Navy Issue bonuses do not apply to Warp Disruptors

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Keres
Keres.jpg
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Keres
Electronic Attack Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png5 Icon low slot.png3
Icon powergrid.png33 MW Icon cpu.png205 tf
Icon velocity.png350 m/sec
Icon capacity.png175 m³

Maulus
Maulus.jpg
Maulus
Standard Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png28 MW Icon cpu.png230 tf
Icon velocity.png375 m/sec
Icon capacity.png275 m³

Ship Attributes

Fittings
Powergrid
powergrid
35 MW
CPU
cpu output
150 tf
Capacitor
capacitor
330 GJ
High
high slots
2
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
3
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
315 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
50 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.50 km
Max Locked Targets
max. locked targets
5
Magnetometric Sensor
Magnetometric sensor strength
16 points
Sig. Radius
signature radius
40 m
Scan Res.
scan resolution
520 mm
Structure
Structure Hitpoints
structure hitpoints
550 HP
Mass
ship mass
1,063,000 kg
Volume
ship volume
23,000 m³
Cargo Capacity
cargo capacity
275 m³
Armor
Armor Hitpoints
armor hitpoints
525 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Maulus Navy Issue trades the Remote Sensor Dampener bonuses from the Maulus for the drone bonuses from the Tristan and adds an extensive boost to Warp Scrambler range and strength. The Navy Issue version of the Maulus can, like the Tristan, field a full flight of light drones and has the capacity in the drone bay for a total of ten light drones.

Skills

As with the Tristan, you should focus on training drone skills to be effective with the Maulus Navy Issue. Train Drones V in order to field 5 drones and train Light Drone Operation V so that you can field the Tech II light drones. Add Drone Interfacing IV to increase the damage of your drones, Drone Avionics V to increase your drone control range, and Drone Durability IV to further increase drone hitpoints. A Racial Drone Specialisation such as Gallente Drone Specialization III is highly recommended - III is a very short train. Consider Gallente first as their heavy damage can end fights quickly, but also Minmatar as Warrior II drones are best against very fast targets, but have lighter damage.

You want to further increase the damage of your drones using weapon upgrades in the low-slots, if possible. The Tech 1 Drone Damage Amplifier I (T1 DDA) module requires Weapon Upgrades I and Drones I, and both to IV for the Tech 2 DDA. You can change the order in which you train these skills, however T2 Drones and Drone Damage Amplifiers (Weapon Upgrades IV) are significantly better than their T1 counterparts, and both carry no fitting overhead.

Secondly, should you be kite fitting as recommended, you will want navigation bonuses. These include the basic Navigation IV which provides a flat boost to speed on grid, a propulsion module (ie High Speed Maneuvering III for MWD), and Acceleration Control III to improve the module, and Evasive Maneuvering III to be able to turn away from the opponent. Other valuable skills are Propulsion Jamming II to be able to use the longer range of the Warp Scrambler II, and either Shield Upgrades IV for a Tech II shield tank, or Hull Upgrades V for a Tech II armor tank, both of which are (as with drones) significantly better than the Tech I versions.

Skills used typically on the Maulus (such as Frequency Modulation ) are not as necessary on the Maulus Navy Issue as the ship has no bonuses to electronic warfare. However, if you have been flying the Maulus previously and have Electronic Warfare IV, consider training Advanced Drone Avionics I to field a flight of Caldari Hornet EC-300 electronic warfare drones (this presumes you have already trained in to Drones V as well).


Tactics

As mentioned above, the Maulus Navy Issue is most often compared to the Tristan and can be thought of as a sort of "Super Tristan." Trading a high slot (which Kiting versions of the Tristan seldom used) for an additional low slot adds some additional options, as a Maulus Navy Issue could fit a speed modification, an Ancillary Armor Repairer, or something like that. The Maulus Navy Issue does not have the speed of the standard Maulus but is no worse than the Tristan so many of the same kiting tactics that apply to the Tristan are also applicable to the Maulus Navy Issue.

However, do not overlook the other major bonus of the Maulus Navy Issue: the bonus to both Warp Scrambler optimal range and strength. With a Warp Scrambler II fitted and Gallente Frigate V the Maulus Navy Issue has an optimal scram range of 13km without overheating, which can serve as quite a shock to that Dramiel pilot who may have wandered too close to you. This makes the Maulus Navy Issue much more potent against those ships who wish to kite you than the Tristan. Note that this ability is restricted to a Warp Scrambler, so it makes little sense to equip this ship with a Warp Disruptor. The extra strength of the Warp Scrambler can be used to tackle targets that have additional Warp Core Stabilizers or who posses built-in warp core stabilization.

This tackle ability also gives the Maulus Navy Issue an additional role in a small fleet or gatecamp as long range tackle. But have care as this doesn't give the same capability as the similar range bonus on the Ares: even with a Microwarp Drive the average Maulus Navy Issue pilot will still likely be about 750 km - 1000 km per second slower than an Interceptor (and indeed that is if the Maulus Navy Issue is fitted for speed, and not damage or tank). None the less, in the fleet support role this ability to scram a target at such ranges is very helpful, and can serve as a counter to different Kiting doctrines. Bear in mind that while this bonus can also be used to disable microwarpdrives of kiting ships or interceptors, for this purpose the Keres gains up to a 25% higher bonus to Scrambler range.

Notes

  • The MNI has space in the drone bay for a full spare set of drones, making a total capacity of ten light drones. This is two more than the Tristan's set of 8.
  • With no weapon damage bonuses, the MNI invites cross-trained pilots to consider fits involving lasers or projectile turrets rather than hybrids; the high slots can also be fitted with energy neutralizers.