Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Titans: Difference between revisions

From EVE University Wiki
No edit summary
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
{{stub}}
{{stub}}
'''Titans''' are the largest and most powerful ships in EVE, able to fit several unique modules such as super weapons (doomsdays), Jump Portal Generators, and Phenomena Generators.
'''Titans''' are the largest and most powerful ships in EVE, able to fit several unique modules such as super weapons (doomsdays), Jump Portal Generators, and Phenomena Generators.


* {{sh|Avatar}}
* {{sh|Avatar}}
Line 18: Line 18:
Area-of-Effect Damage-over-Time superweapons (Lances, Reapers, and the Bosonic Field Generator) all target a line or area of space rather than a single ship, and all have a Signature Radius attribute. Ships hit by these weapons' fire, whose signature radii are smaller than said attribute, will take reduced damage, corresponding to the ratio of the two. Furthermore, all Area-of-Effect superweapons also release a 10km radius, 35,000GJ energy neutralizing pulse when they begin charging to fire. (This neutralization pulse has a 20km signature radius, and thus only applies its full effect to other titans.) Area-of-Effect superweapons cannot be activated in [[Lowsec]].
Area-of-Effect Damage-over-Time superweapons (Lances, Reapers, and the Bosonic Field Generator) all target a line or area of space rather than a single ship, and all have a Signature Radius attribute. Ships hit by these weapons' fire, whose signature radii are smaller than said attribute, will take reduced damage, corresponding to the ratio of the two. Furthermore, all Area-of-Effect superweapons also release a 10km radius, 35,000GJ energy neutralizing pulse when they begin charging to fire. (This neutralization pulse has a 20km signature radius, and thus only applies its full effect to other titans.) Area-of-Effect superweapons cannot be activated in [[Lowsec]].


Doomsday weapons all have 5 minute cycle times, however the skill {{sk|Doomsday Rapid Firing|icon=yes}} reduces this by 12 seconds per level down to at minimum 4 minutes. Furthermore, the damage of doomsday weapons can be increased by the {{sk|Doomsday Operation|icon=yes}} skill by 10% per level.
Doomsday weapons all have 5 minute cycle times, however, the skill {{sk|Doomsday Rapid Firing|icon=yes}} reduces this by 12 seconds per level down to at minimum 4 minutes. Furthermore, the damage of doomsday weapons can be increased by the {{sk|Doomsday Operation|icon=yes}} skill by 10% per level.


==== Doomsdays ====
==== Doomsdays ====
'''Doomsdays''' (DD) are single-target, high damage weapons, which can only target capital ships and, after a 9-second delay, deals 1,000,000 damage in its one shot. This damage increases to 1,500,000 with maximum skills.
'''Doomsdays''' (DD) are single-target, high damage weapons, which can only target capital ships and, after a 9-second delay, deals 1,000,000 damage in one shot. This damage increases to 1,500,000 with maximum skills.


Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan and deals a specific damage type. The composition of a titan fleet thus defines the damage types of the doomsdays.
Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan and deals a specific damage type. The composition of a titan fleet thus defines the damage types of the doomsdays.
Line 31: Line 31:


==== Reapers ====
==== Reapers ====
Similar to Lances, '''Reapers''' deal up to 100,000 damage per second, with a signature radius of 3500m, to ships within a 5 km radius lance over a 10 second period, after a 10-second firing delay. However, the beam fired is not stationary, and will sweep between two targeted points in space. The Reaper has a range of 150 km, and each empire has a variant of the reaper for their respective titans.
Similar to Lances, '''Reapers''' deal up to 100,000 damage per second, with a signature radius of 3500m, to ships within a 5 km radius lance over a 10 second period, after a 10-second firing delay. However, the beam fired is not stationary and will sweep between two targeted points in space. The Reaper has a range of 150 km, and each empire has a variant of the reaper for their respective titans.


==== Bosonic Field Generator ====
==== Bosonic Field Generator ====
Line 37: Line 37:


{{expansion past|
{{expansion past|
Alongside the Beat About the Boosh Update on November 12, 2019, the Boson's damage signature radius was increased from 2km to 10km, greatly weakening its ability to damage supcapital ships. Prior to this update, the Boson saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. However, both of these use cases were only favorable to use when the titan was within jump range of a staging point for friendly titans (for protection), and both of these uses cases have been largely invalidated by the change.
Alongside the Beat About the Boosh Update on November 12, 2019, the Boson's damage signature radius was increased from 2km to 10km, greatly weakening its ability to damage subcapital ships. Prior to this update, the Boson saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. However, both of these use cases were only favorable to use when the titan was within jump range of a staging point for friendly titans (for protection), and both of these use cases have been largely invalidated by the change.
}}
}}


Line 48: Line 48:
'''Phenomena Generators''' are battlefield-wide aura generators, providing significant changes to multiple attributes of all ships (friendly or hostile) within 20,000km of the titan using one. Unlike other superweapons, Phenomena Generators do not immobilize the titan using them (although they do disallow Docking and Tethering). Each empire has their own Phenomena Generator, with its own list of special effects.
'''Phenomena Generators''' are battlefield-wide aura generators, providing significant changes to multiple attributes of all ships (friendly or hostile) within 20,000km of the titan using one. Unlike other superweapons, Phenomena Generators do not immobilize the titan using them (although they do disallow Docking and Tethering). Each empire has their own Phenomena Generator, with its own list of special effects.


Titans cannot active Phenomena Generators when they are affected by any of Phenomena Generators.
Titans cannot activate Phenomena Generators when they are affected by any of Phenomena Generators.


{| class="wikitable"
{| class="wikitable"
Line 69: Line 69:
[[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.''
[[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.''
<br clear="all">
<br clear="all">
The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. It costs 500 Strontium Clathrates to activate for 1 minute, and consumes Isotopes from the titan's fuel bay based on the mass of ships jumping through.
The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. It costs 500 Strontium Clathrates to activate for 1 minute and consumes Isotopes from the titan's fuel bay based on the mass of ships jumping through.


== History ==
== History ==
On 2021-04-27, the industry update changed the materials to build a lot of ships, especially capitals including titans became much more expensive to build.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-03 Patch notes] and [https://www.eveonline.com/news/view/a-significant-update-to-industry dev blog] for the industry update.</ref> Those materials got reduced later on.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-11#Science Patch notes] from the 2021-12-07 reducing the materials needed for capital components and thus titans.</ref> But the market prices are still defined by old stockpiles and it's doubtful that a meaningful amount of new titans are as of end of 2021 in build.
On 2021-04-27, the industry update changed the materials to build a lot of ships, especially capitals including titans became much more expensive to build.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-03 Patch notes] and [https://www.eveonline.com/news/view/a-significant-update-to-industry dev blog] for the industry update.</ref> Those materials got reduced later on.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-11#Science Patch notes] from the 2021-12-07 reducing the materials needed for capital components and thus titans.</ref> But the market prices are still defined by old stockpiles and it's doubtful that a meaningful amount of new titans are as of end of 2021 in build.


On 2020-04-15, Surgical Strike update had the "Titan bonus to plates and extenders reduced from 500% to 300%".<ref>[https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch notes] and [https://www.eveonline.com/news/view/surgical-strike-coming-15-april dev blog] for the Surgical Strike update.</ref> Further, (most) resistance modules got reduced by 20%. Overall this meant a significant loss of tank for titans.
On 2020-04-15, Surgical Strike update had the "Titan bonus to plates and extenders reduced from 500% to 300%".<ref>[https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch notes] and [https://www.eveonline.com/news/view/surgical-strike-coming-15-april dev blog] for the Surgical Strike update.</ref> Further, (most) resistance modules were reduced by 20%. Overall this meant a significant loss of tank for titans.


On 2020-02-27, high angle weapons got removed from titans.<ref>[https://www.eveonline.com/news/view/patch-notes-for-february-2020-release Patch Notes for February 2020 Release]: "High Angle Weapons may now only be fit to Dreadnaughts"</ref>
On 2020-02-27, high angle weapons were removed from titans.<ref>[https://www.eveonline.com/news/view/patch-notes-for-february-2020-release Patch Notes for February 2020 Release]: "High Angle Weapons may now only be fit to Dreadnaughts"</ref>


== References ==
== References ==