Difference between revisions of "Hyperion"
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''Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.'' | ''Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.'' |
Revision as of 09:26, 28 August 2014
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Gallente Battleship bonuses (per skill level):
Ship Attributes
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Summary
The Hyperion is the Gallente combat battleship. It is bonused for hybrids, but has no preference between railguns or blasters. The Hyperion is typically not a popular ship; the Megathron has similar firepower and fleet PvP performance, while the Dominix's selectable damage types make it superior for most PvE activities. However, it's one of the only Gallente ships that can fit an acceptable sniper fit for incursions, and the Hyperion excels in small gang and solo PvP situations where logistics isn't available.
The Hyperion's 125m3 dronebay allows the ship to fly a full flight of Heavy or Sentry drones. Combined with its blaster bonuses, a fully skilled Hyperion firing Void L ammo has the highest paper DPS of any T1 battleship in the game, provided it can get within range of the enemy.
Skills
Incursion Hyperion Minimum Skills
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 12 days and 21 hours | ~ 9 days and 9 hours | ~ 20 days and 6 hours | ~ 5 days and 6 hours | ~ 12 days and 1 hour |
Cybernetics I |
Signature Analysis IV |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 59 days, 18 hours and 47 minutes worth of training in total (+3 implants, no remap) |
- ^ Shield Upgrades IV is required for the Large Shield Expander II module.
- ^ Shield Operation IV is required for the EM Shield Compensation skill.
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Propulsion Jamming is a needed to use a stasis webifier.
- ^ Target Painting III is only needed if you'll use a Target Painter module.
- ^ Jury Rigging III is a required for the Shield Rigging skill.
- ^ Controlled Bursts is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.
- ^ Small Hybrid Turret III is a starter skill, but this is included in case you have to crosstrain into another races weapon system.
- ^ Gallente Frigate III is a starter skill, but this is included in case you have to crosstrain out of your initial race.
- ^ Afterburner III is required for High Speed Maneuvering.
- ^ High Speed Maneuvering is required to fit the Prototype 100MN Microwarpdrive I module for headquarter sites.
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. Consider training Medium Drone Operation V to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.
- ^ Drone Durability I is required to use shield maintenance drones.
- ^ Repair Drone Operation II is required to use light and medium shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
- ^ Shield Emission System III is required to use shield maintenance drones.
Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.
Fitting
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Ion Blaster Cannon II
Medium Unstable Power Fluctuator I
Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Capacitor Booster II
Heavy Capacitor Booster II
Damage Control II
Large Ancillary Armor Repairer
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
1600mm Reinforced Steel Plates II
Large Nanobot Accelerator I
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Warrior II x5
Hammerhead II x5
Ogre I x4
Nanite Repair Paste x256
Navy Cap Booster 800 x21
Federation Navy Antimatter Charge L x2160
Void L x2160
Null L x2160
- Has a permatank of 1655 DPS for as long as you have cap boosters with the shift hardener set to 10% thermal, 10% kinetic and 40% explosive.
- Does 796 with antimatter, 4 ogres and a hammerhead before heat.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Heavy Unstable Power Fluctuator I
Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Heavy Capacitor Booster II
Damage Control II
Large Ancillary Armor Repairer
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
1600mm Reinforced Steel Plates II
Large Ancillary Current Router I
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Warrior II x5
Hammerhead II x5
Ogre I x4
Navy Cap Booster 800 x23
Nanite Repair Paste x256
Navy Cap Booster 800 x23
Federation Navy Antimatter Charge L x1440
Void L x1440
Null L x1440
- Has a 1192 DPS constant tank and 1407 burst tank with the shift hardener set to 10% themal, 10% kinetic and 40% explosive.
- Does 835 DPS with antimatter, 4 ogres and a hammerhead without heat.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large S95a Remote Shield Booster
Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Heavy Shield Maintenance Bot I x5
Acolyte II x10
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12000
- Cybernetics I
- CPU Management IV
- Power Grid Management IV
- Mechanics IV
- Weapon Upgrades IV
- Capacitor Management IV
- Capacitor Systems Operation IV
- Shield Upgrades IV
- Shield Operation IV
- Shield Management III
- Hull Upgrades IV
- Signature Analysis IV
- Long Range Targeting IV
- Target Management IV
- Propulsion Jamming III
- Target Painting III
- Jury Rigging III
- Shield Rigging III
- Tactical Shield Manipulation IV
- EM Shield Compensation III
- Gunnery V
- Motion Prediction IV
- Rapid Firing IV
- Sharpshooter IV
- Surgical Strike IV
- Trajectory Analysis IV
- Controlled Bursts IV
- Large Hybrid Turret III
- Spaceship Command IV
- Gallente Battleship III
- Warp Drive Operation III
- Evasive Maneuvering III
- Afterburner III
- High Speed Maneuvering II
- Drones V
- Light Drone Operation V
- Amarr Drone Specialization III
- Drone Interfacing III
- Drone Navigation III
- Drone Sharpshooting III
- Drone Avionics III
- Drone Durability I
- Repair Drone Operation II
- Shield Emission Systems III
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Magnetic Field Stabilizer II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- If you can upgrade to T2 guns (Neutron Blaster Cannon II), you may want to bring Null L as well as the Faction Antimatter, which will be more effective for targets beyond ~15km.
Tactics
The Hyperion is a popular ship for those starting to fly incursions whilst they are upskilling for Pirate Battleships. The posted fit for Vanguard Fleets lists the ammo to use as Caldari Navy Antimatter. Recently I've been using Null L ammo and I've been having a lot of success with it.
It has less DPS per shot than the antimatter rounds however due to the much greater range I find that I'm landing many more hits, consequently my DPS is higher. That being said I always fly with both ammo types in my hold as at very close ranges the antimatter ammo is the better.
Important Note: To use Null L ammo your guns must be Tech 2.
Notes
This vessel qualifies for the University PYOS and BYOM programs.