Difference between revisions of "Malediction"
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− | * SHIP ATTRIBUTES SECTION (last update : | + | * SHIP ATTRIBUTES SECTION (last update : 10/1/2014) |
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| variations={{Ship|Crusader}},{{Ship|Executioner}} | | variations={{Ship|Crusader}},{{Ship|Executioner}} | ||
| tech=2 | | tech=2 | ||
− | | ecmprio=1 | + | | ecmprio=1 |
− | | powergrid= | + | | powergrid=36 MW |
| cpu=150 tf | | cpu=150 tf | ||
| capacitor=355 GJ | | capacitor=355 GJ | ||
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| mediums=3 | | mediums=3 | ||
| lows=4 | | lows=4 | ||
− | | mass= | + | | mass=1,140,000 kg |
| volume=28,100 m³ | | volume=28,100 m³ | ||
| cargohold=98 m³ | | cargohold=98 m³ | ||
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| dronebay=0 m³ | | dronebay=0 m³ | ||
| bandwidth=0 Mbit/sec | | bandwidth=0 Mbit/sec | ||
| info=Name: Malediction<br>Hull: Executioner Class<br>Role: Interceptor<br><br>Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.<br><br>Developer: Khanid Innovations <br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.<br><br> | | info=Name: Malediction<br>Hull: Executioner Class<br>Role: Interceptor<br><br>Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.<br><br>Developer: Khanid Innovations <br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.<br><br> | ||
− | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>5% bonus to | + | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>5% bonus to Rocket Launcher rate of fire<br>4% bonus to all armor resistances<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>5% bonus to Warp Scrambler and Warp Disruptor optimal range<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>• Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br> |
| structurehp=425 HP | | structurehp=425 HP | ||
| shieldhp=325 HP | | shieldhp=325 HP | ||
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| armorkin=25 | | armorkin=25 | ||
| armortherm=35 | | armortherm=35 | ||
− | | maxvelocity= | + | | maxvelocity=470 m/sec |
− | | inertia=3. | + | | inertia=3.05 |
| warpspeed=8 AU/s | | warpspeed=8 AU/s | ||
− | | warptime= | + | | warptime=4.82 s |
| targetrange=31.50 km | | targetrange=31.50 km | ||
| sigradius=33 m | | sigradius=33 m | ||
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| totaltraintime=23d 22h 40m 30s | | totaltraintime=23d 22h 40m 30s | ||
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| externallinks=[http://wiki.eveonline.com/en/wiki/Malediction Malediction on Eve Online Wiki] | | externallinks=[http://wiki.eveonline.com/en/wiki/Malediction Malediction on Eve Online Wiki] | ||
| highlights1=Fast Target Locking Time | | highlights1=Fast Target Locking Time | ||
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Revision as of 21:35, 1 October 2014
RELATED UNI-WIKI REFERENCES
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Name: Malediction SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.
The Malediction's armor resist bonus means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. In Rubicon 1.0 the Malediction's previously rocket-only bonus has been broadened to light missiles as well, making an LML kiting fit very viable, where the armor bonus can be put to use with an armor repairer, or its four lows allow it to be speed and agility fit to be almost uncatchable.
Skills
Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.
Fitting
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Medium F-S9 Regolith Shield Induction
Warp Disruptor II
Limited 1MN Microwarpdrive I
Internal Force Field Array I
Overdrive Injector System II
Overdrive Injector System II
Micro Auxiliary Power Core II
Small Auxiliary Thrusters I
Small Polycarbon Engine Housing I
Caldari Navy Mjolnir Light Missile x1
- All-round fleet interceptor fitting for the Malediction.
- Targeting range is 39 km.
- Overdrives in the low slots and the rigs are up to personal preference.
- Missile launchers can project up to 63 dps out to 42.2 km.
- Velocity: 5203m/s
- Tank: 5124EHP
- 4 s align time
Tactics
No sub-article about Malediction roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Malediction here.