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→Empire Faction Battlecruisers: verified and updated for 20.08 updates, {{update}} removed |
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Each empire has two faction battlecruisers based on combat battlecruisers. Empire faction battlecruisers can be obtained through LP stores. Their base HP is 50% more than their corresponding T1 hull. Many other values (like speed and fitting space) are usually also increase. | Each empire has two faction battlecruisers based on combat battlecruisers. Empire faction battlecruisers can be obtained through LP stores. Their base HP is 50% more than their corresponding T1 hull. Many other values (like speed and fitting space) are usually also increase. | ||
* {{Sh|Harbinger Navy Issue}} - Even more cap-dependent than the regular Harbinger, but with improved tracking and an extra Mid slot to compensate. | * {{Sh|Harbinger Navy Issue}} - Even more cap-dependent than the regular Harbinger, but with improved tracking and an extra Mid slot to compensate. | ||
* {{Sh|Prophecy Navy Issue}}- Loses the resist bonus for a bonus to armor hitpoints and tacks on | * {{Sh|Prophecy Navy Issue}}- Loses the resist bonus for a bonus to armor hitpoints and tacks on bonuses to energy turret range, falloff, and damage. Also gains an additional High launcher slot. | ||
* {{Sh|Drake Navy Issue}} - Much more offensive variant to the Drake. Sacrifices shield resistance for greatly improved damage, application, and no Kinetic lock. Weaker in PVE but popular in wormhole brawling. | * {{Sh|Drake Navy Issue}} - Much more offensive variant to the Drake. Sacrifices shield resistance for greatly improved damage, application, and no Kinetic lock. Also gains an additional High launcher slot. Weaker in PVE but popular in wormhole brawling. | ||
* {{Sh|Ferox Navy Issue}}- A blaster brawler as opposed to its sniping base hull. | * {{Sh|Ferox Navy Issue}}- A blaster brawler as opposed to its sniping base hull, trading additional damage and tracking speed for the range bonus of the Ferox. Gains a mid slot and bonuses to shield booster activation and fitting costs to shrug off up to 200dps before resists. | ||
* {{Sh|Brutix Navy Issue}} - Loses the bonus to local armor repairers but becomes much more capable of fitting a solid buffer. Very commonly ''hull'' tanked, and used as extremely durable and high-DPS bait. | * {{Sh|Brutix Navy Issue}} - Loses the bonus to local armor repairers but becomes much more capable of fitting a solid buffer. Very commonly ''hull'' tanked, and used as extremely durable and high-DPS bait. | ||
* {{Sh|Myrmidon Navy Issue}}- The base Myrmidon with extra bonuses to hybrid turrets and stasis webification drones. | * {{Sh|Myrmidon Navy Issue}}- The base Myrmidon with extra bonuses to hybrid turrets and stasis webification drones. Loses a turret hardpoint but gains an additional High slot, for two utility Highs. | ||
* {{Sh|Hurricane Fleet Issue}} - The original Hurricane, before being reclassified after CONCORD declared it to be far too effective. Improved fitting, tracking, and alpha damage cement its place as a fast-moving heavy artillery platform. | * {{Sh|Hurricane Fleet Issue}} - The original Hurricane, before being reclassified after CONCORD declared it to be far too effective. Improved fitting, tracking, and alpha damage cement its place as a fast-moving heavy artillery platform. Gains a High slot, better filling out the Hurricane's mix of turret and launcher hardpoints. | ||
* {{Sh|Cyclone Fleet Issue}}- An extra high slot and launcher hardpoint, a bigger damage bonus, and trades the shield boosting bonus for a sig radius bonus. Designed to kite with long range missiles, using low sig radius and high speed to avoid damage. | * {{Sh|Cyclone Fleet Issue}}- An extra high slot and launcher hardpoint, a bigger damage bonus, and trades the shield boosting bonus for a sig radius bonus. Designed to kite with long range missiles, using low sig radius and high speed to avoid damage. | ||