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Revision as of 15:26, 11 October 2016
RELATED UNI-WIKI REFERENCES
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Development In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Amarr Empire the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Augoror.
The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. Like most Amarr vessels, the Augoror depended first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. After its overhaul, it had some of the armor stripped off to make room for equipment allowing it to focus on the armor of other vessels, along with energy transfers.
SHIP BONUSES
Amarr Cruiser bonuses (per skill level): 12.5% bonus to Remote Armor Repairer amount 5% reduction in Remote Armor Repairer activation cost Role Bonus: 1000% bonus to Remote Capacitor Transmitter range 200% bonus to Remote Capacitor Transmitter transfer amount 430% bonus to Remote Armor Repairer optimal range and falloff
Required Skills
Training Time what's this?19h 15m 30s
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Grouping
▪ Variations Guardian
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1,075 MW 310 tf
209 m/sec
465 m³
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,Augoror Navy Issue
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High Amount of Low Slots
1,150 MW 320 tf
215 m/sec
480 m³
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Ship Attributes
Fittings |
High 5
Launchers 0
Turrets 3
Rig
3
medium
Calibration 400
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Navigation |
Base Time to Warp 9.99 s what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
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Drones |
Drone Bandwidth 20 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 1,550 HP
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Armor |
Armor Hitpoints 1,650 HP
Armor Resistances
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Shields |
Shield Capacity 1,000 HP
Shield Resistances
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Summary
The Augoror is a T1 logistics ship, with bonuses to remote armor repairs and energy transfers. Like it's shield transfering cousin the Osprey, the Augoror is not designed to be cap stable on its own, but instead to trade capacitor with other Augorors. Because of the 200% bonus to energy transfer amount, Augorors trading energy transfers to each other effectively create a large amount of capacitor out of nothing. This allows Augorors to be cap stable with lower skills than its sister ship the Exequror, and makes it resistant to energy neuts. On the down side this makes it more vulnerable to jams, because a jammed Augoror not only can't rep but also can't give capacitor, reducing its partners' ability to rep.
Skills
Further information about additional or recommended skills to pilot Augoror for a specific or it's common role(s) can be written here.
Fittings
For more info on fittings, please click here
Tactics
No sub-article about Augoror roles or piloting tactics. You can write them here.
Notes
You can add notes here.
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