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Capital ships: Difference between revisions

From EVE University Wiki
Updated Siege Module specs
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Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Their weapons track very slowly, however, so usually they can only apply their DPS to other capital ships and to POSs and outposts. Only dreads can fit a siege module, which has the following effects when activated:
Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Their weapons track very slowly, however, so usually they can only apply their DPS to other capital ships and to POSs and outposts. Only dreads can fit a siege module, which has the following effects when activated:


* -75% scan res
* All current targets are lost
* +625% damage mod
* -75% scan res (-70% for Tech II)
* -60% explosion velocity
* +700% damage mod (+840% for Tech II)
* -100% speed
* -100% speed
* +100% shield boost/armor rep amount
* +100% shield boost/armor rep amount
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* Can't recieve remote support
* Can't recieve remote support
* Immunity to ewar
* Immunity to ewar
* Max amount of targets lockable set to 2
* Max amount of targets lockable set to 2 (3 for Tech II)


The siege module's cycle time is 5 minutes, and it requires 500 - (level of tactical weapon reconfiguration skill)*50 Strontium Clathrates ("stront"). While it's active the dread can't warp or jump or move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.  
The siege module's cycle time is 5 minutes, and it requires 250 - (level of tactical weapon reconfiguration skill * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp or jump or move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.  


*Amarr : [[Revelation]]
*Amarr : [[Revelation]]