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Capital Ship Modules: Difference between revisions

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Capital Industrial Core: Dunno when this was last updated
 
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An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation.
An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation.


{| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px"
{| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! style="text-align: left;" | Module
! style="text-align: left;" | Module
! Tech
! Tech
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|-
|-
| style="text-align: left;" | Capital Emergency Hull Energizer I
| style="text-align: left;" | Capital Emergency Hull Energizer I
| style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span>
| data-sort-value=1 | <span title="Tech 1 module">I</span>
| 0
| 0
| 80
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|-
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| style="text-align: left;" | Capital Implacable Compact Emergency Hull Energizer
| style="text-align: left;" | Capital Implacable Compact Emergency Hull Energizer
| style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span>
| data-sort-value=1 | <span title="Tech 1 module">I</span>
| 1
| 1
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| 60
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|-
|-
| style="text-align: left;" | Capital Indefatigable Enduring Emergency Hull Energizer
| style="text-align: left;" | Capital Indefatigable Enduring Emergency Hull Energizer
| style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span>
| data-sort-value=1 | <span title="Tech 1 module">I</span>
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| 1
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| style="text-align: left;" | [[File:Icon tech2.png|16px|link=]] Capital Emergency Hull Energizer II
| style="text-align: left;" | [[File:Icon tech2.png|16px|link=]] Capital Emergency Hull Energizer II
| style="background: #9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span>
| style="background: #9d6101; color: white;" data-sort-value=2 | <span title="Tech 2 module">II</span>
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| 5
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|-
|-
| style="text-align: left;"| [[File:Icon faction.png|16px|link=]] Sisters Capital Emergency Hull Energizer
| style="text-align: left;"| [[File:Icon faction.png|16px|link=]] Sisters Capital Emergency Hull Energizer
| style="background: #11470d;" data-sort-value="4" | <span title="Faction module">◇</span>
| style="background: #11470d; color: white;" data-sort-value="4" | <span title="Faction module">◇</span>
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| 8
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{{Clear}}
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{| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px"
{| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! style="text-align: left;" | Module
! style="text-align: left;" | Module
! Isotope Reduction
! Isotope Reduction
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Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers.
Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers.


{| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px"
{| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center;"
|- style="background-color:#222222;"
|- style="background-color:var(--background-color-warning-subtle);"
! style=";text-align: left;" | Module
! style=";text-align: left;" | Module
! Tech
! Tech
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|-
|-
| style="text-align: left;" | Fighter Support Unit  
| style="text-align: left;" | Fighter Support Unit  
| style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span>
| data-sort-value=1 | <span title="Tech 1 module">I</span>
| 0
| 0
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| style="text-align: left;" | Hermes Compact Fighter Support Unit
| style="text-align: left;" | Hermes Compact Fighter Support Unit
| style="background: #000000;" data-sort-value=1 | <span title="Tech 1 meta module">I</span>
| data-sort-value=1 | <span title="Tech 1 meta module">I</span>
| 1
| 1
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| style="text-align: left;" |  [[File:Icon tech2.png|16px|link=]] Fighter Support Unit II
| style="text-align: left;" |  [[File:Icon tech2.png|16px|link=]] Fighter Support Unit II
| style="background: #9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span>
| style="background: #9d6101; color: white;" data-sort-value=2 | <span title="Tech 2 module">II</span>
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|-
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| style="text-align: left;" | [[File:Icon faction.png|16px|link=]] Sentient Fighter Support Unit
| style="text-align: left;" | [[File:Icon faction.png|16px|link=]] Sentient Fighter Support Unit
| style="background: #11470d;" data-sort-value="3" | <span title="Faction module">◇</span>
| style="background: #11470d; color: white;" data-sort-value="3" | <span title="Faction module">◇</span>
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| 8
| 80
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|-
|-
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit D-34343's Modified Fighter Support Unit
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit D-34343's Modified Fighter Support Unit
| style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span>
| style="background: #340E73; color: white;" data-sort-value="3" | <span title="Officer module">★</span>
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|-
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| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit F-435454's Modified Fighter Support Unit
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit F-435454's Modified Fighter Support Unit
| style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span>
| style="background: #340E73; color: white;" data-sort-value="3" | <span title="Officer module">★</span>
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|-
|-
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit P-343554's Modified Fighter Support Unit
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit P-343554's Modified Fighter Support Unit
| style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span>
| style="background: #340E73; color: white;" data-sort-value="3" | <span title="Officer module">★</span>
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|-
|-
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit W-634's Modified Fighter Support Unit
| style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit W-634's Modified Fighter Support Unit
| style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span>
| style="background: #340E73; color: white;" data-sort-value="3" | <span title="Officer module">★</span>
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| 50
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{| class="wikitable"
{| class="wikitable"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! Type !! Effect !! AOE Duration (s) !! Module duration (s)
! Type !! Effect !! AOE Duration (s) !! Module duration (s)
|-
|-
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==== Doomsdays ====
==== Doomsdays ====
'''Doomsdays''' (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan, which can only target capital ships and, after a 9-second delay, deals 2,000,000<ref>https://www.eveonline.com/news/view/equinox-expansion-notes Balance Changes - Targeted Doomsday Weapons</ref> damage in its one shot. Doomsdays can only fire at capital ships, and others targets like sub-capitals, structures, collidable objects are not valid targets. Doomsdays have no attributed range limit, and their only range limit is the target lock range.
'''Doomsdays''' (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan, which can only target capital ships and, after a 9-second delay, deals 2,400,000<ref>[https://www.eveonline.com/news/view/legion-expansion-notes Legion expansion notes] - Titans and supercarriers</ref> damage in its one shot. Doomsdays can only fire at capital ships, and others targets like sub-capitals, structures, collidable objects are not valid targets. Doomsdays have no attributed range limit, and their only range limit is the target lock range.


==== Lances ====
==== Lances ====
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{| class="wikitable"
{| class="wikitable"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! Amarr !! Caldari !! Gallente !! Minmatar
! Amarr !! Caldari !! Gallente !! Minmatar
|-
|-
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|}
|}


While the empire titans are limited to their respective empire's Phenomena Generator, pirate faction titans ([[Komodo]], [[Molok]], and [[Vanquisher]]) can choose between two Phenomena Generators based on their hull bonus (e.g. the Molok can choose between the Amarr and Minmatar Phenomena Generator)
While the empire titans are limited to their respective empire's Phenomena Generator, pirate faction titans ([[Azariel]], [[Komodo]], [[Molok]], and [[Vanquisher]]) can choose between two Phenomena Generators based on their hull bonus (e.g. the Molok can choose between the Amarr and Minmatar Phenomena Generator)


=== Jump Portal Generator ===
=== Jump Portal Generator ===
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=== Capital Industrial Core ===
=== Capital Industrial Core ===
[[File:Module_icon_industrial_core_i.png|left|link=]] The '''Capital Industrial Core''' is the Siege Module of the Rorqual, granting massive mining, [[Command Bursts|foreman bursting]], shield boosting, and drone combat capabilities. Activating the core rotates the Rorqual from a mobile ship into a vertical stationary tower. Rorquals with an active core can activate compression modules, which allow the Rorqual pilot and all pilots within 144 kilometers to compress ore, ice, and gas, depending on the type of compressor active. There are five different types of compressors; Ice, Asteroid ore, Moon ore, Mercoxit, and Gas. All the compressors have a 60-second duration. This ability essentially eliminates all concerns about cargo space because compressed ores can take as little as a hundredth the space of uncompressed ore. 1000 Heavy Water is used to activate the industrial core for 5 minutes. The amount of heavy water used can be reduced using the {{Sk|Capital Industrial Reconfiguration|icon=yes}} skill.
[[File:Module_icon_industrial_core_i.png|left|link=]] The '''Capital Industrial Core''' is the Siege Module of the Rorqual, granting massive mining, [[Command Bursts|foreman bursting]], shield boosting, and drone combat capabilities. Activating the core rotates the Rorqual from a mobile ship into a vertical stationary tower. Rorquals with an active core can activate compression modules, which allow the Rorqual pilot and all pilots within 144 kilometers to compress ore, ice, and gas, depending on the type of compressor active. There are five different types of compressors; Ice, Asteroid ore, Moon ore, Mercoxit, and Gas. All the compressors have a 60-second duration. This ability essentially eliminates all concerns about cargo space because compressed ores can take as little as a hundredth the space of uncompressed ore. 1000 Heavy Water (Tech II: 1500) is used to activate the industrial core for 5 minutes. The amount of heavy water used can be reduced using the {{Sk|Capital Industrial Reconfiguration|icon=yes}} skill.


When activated, it has the following effects:
When activated, it has the following effects:


* 80% bonus to Drone damage and hitpoints ({{Co|yellow|Tech II: 100%}})
* 80% bonus to Drone damage and hitpoints ({{Co|yellow|Tech II: 100%}})
* 25% bonus to Drone velocity ({{Co|yellow|Tech II: 30%}})
* 30% bonus to Drone velocity ({{Co|yellow|Tech II: 35%}})
* 400% bonus to Drone ore mining yield ({{Co|yellow|Tech II: 500%}})
* 170% bonus to Drone ore mining yield ({{Co|yellow|Tech II: 300%}})
* -75% bonus to Ice harvesting speed ({{Co|yellow|Tech II: -80%}})
* -75% bonus to Ice harvesting speed ({{Co|yellow|Tech II: -85%}})
* 30% bonus to Mining Foreman Burst strength ({{Co|yellow|Tech II: 36%}})
* 30% bonus to Mining Foreman Burst strength ({{Co|yellow|Tech II: 40%}})
* 150% bonus to Command Burst range ({{Co|yellow|Tech II: 200%}})
* 200% bonus to Command Burst range ({{Co|yellow|Tech II: 250%}})
* 100% bonus to Capital Remote Shield Booster range ({{Co|yellow|Tech II: 120%}})
* 100% bonus to Capital Remote Shield Booster range ({{Co|yellow|Tech II: 120%}})
* -75% bonus to Capital Remote Shield Booster duration and capacitor use
* -75% bonus to Capital Remote Shield Booster duration and capacitor use
* -60% bonus to Shield Booster duration ({{Co|yellow|Tech II: 75%}})
* -60% bonus to Shield Booster duration
* 60% bonus to Shield Booster amount
* 60% bonus to Shield Booster amount ({{Co|yellow|Tech II: 75%}})
* 100% bonus to Scan Resolution ({{Co|yellow|Tech II: 120%}})
* 100% bonus to Scan Resolution ({{Co|yellow|Tech II: 120%}})
* Immunity to ECM
* Immunity to ECM
* 75% Remote Sensor Dampener resistance ({{Co|yellow|Tech II: 80%}})
* 75% Remote Sensor Dampener resistance ({{Co|yellow|Tech II: 80%}})
* 80% remote assistance impedance (remote Sensor and Tracking boosters)
* 80% remote assistance impedance (remote Sensor and Tracking boosters) ({{Co|yellow|Tech II: 100%}})
* 10x ship mass
* 10x ship mass
* -100% maximum velocity
* -100% maximum velocity
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The '''Pulse Activated Nexus Invulnerability Core''' (or '''PANIC''' Module) is a high slot module only usable by the Rorqual. In order to activate it, the Rorqual must have an Asteroid or Ice Asteroid targeted, but when activated, it grants complete invulnerability to the Rorqual and all mining barges and industrial ships within 200km and in the same fleet as the Rorqual (not including other Rorquals). However, all of the ships protected by the PANIC's shield are unable to move, deal damage, enter warp, cloak, dock, tether, or jump out of the system. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in {{Sk|Invulnerability Core Operation|icon=yes}} up to 6 minutes.
The '''Pulse Activated Nexus Invulnerability Core''' (or '''PANIC''' Module) is a high slot module only usable by the Rorqual. In order to activate it, the Rorqual must have an Asteroid or Ice Asteroid targeted, but when activated, it grants complete invulnerability to the Rorqual and all mining barges and industrial ships within 200km and in the same fleet as the Rorqual (not including other Rorquals), this invulnerability can be bypassed by SCARAB Breacher pods launched by the Deathless Circle ships [[Deathless Circle]]. However, all of the ships protected by the PANIC's shield are unable to move, deal damage, enter warp, cloak, dock, tether, or jump out of the system. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in {{Sk|Invulnerability Core Operation|icon=yes}} up to 6 minutes.


=== Industrial Jump Portal Generator ===
=== Industrial Jump Portal Generator ===
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[[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery that allows an industrial capital ship to create a bridge between systems without the use of a stargate, allowing its companion vessels to travel across cast tracts of space to join it on the battlefield.''
[[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery that allows an industrial capital ship to create a bridge between systems without the use of a stargate, allowing its companion vessels to travel across cast tracts of space to join it on the battlefield.''
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The Industrial Jump Portal Generator is a modified version of the Titan and Black-Ops generators. The Industrial version can be linked to both hard and industrial cynos, and it allows both bridging and conduit jumping. The catch is that the only ships that can use this bridge are Exhumers, Mining Barges, Mning Frigates, Expedition Frigates, and the Porpoise. Orcas cannot use the bridge.
The Industrial Jump Portal Generator is a modified version of the Titan and Black-Ops generators. The Industrial version can be linked to both hard and industrial cynos, and it allows both bridging and [[conduit jump]]ing. The catch is that the only ships that can use this bridge are Exhumers, Mining Barges, Mining Frigates, Expedition Frigates, and the Porpoise. Orcas cannot use the bridge.


== References ==
== References ==