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Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed its own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, and when combined provide Strategic Cruisers with many more bonuses than any other ships. | Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed its own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, and when combined provide Strategic Cruisers with many more bonuses than any other ships. | ||
To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay especially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but instead reduces the [[ | To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay especially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but instead reduces the [[overheat]] damage sustained by the ship's modules, and increases the speed of using Nanite Repair Paste to repair overheat damage. | ||
It takes [[ | It takes [[Tech 3 Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas cloud harvesting#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems. | ||
[[File:Eve-startegic-cruisers.png|thumb|T3 Cruisers as of Jan 2021]] | [[File:Eve-startegic-cruisers.png|thumb|T3 Cruisers as of Jan 2021]] | ||
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=== Core Subsystem === | === Core Subsystem === | ||
The core subsystems generally give Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range. All Strategic Cruisers have one ''Augmented Reactor'' Core Subsystem option which increases Powergrid capacity, either Capacitor Regeneration or Capacitor Capacity, and gives resistance to Energy Neutralizers. All Strategic Cruisers also have one Core Subsystem option which improves some form of their electronic warfare capabilities, and (further) reduces the heat damage sustained by [[ | The core subsystems generally give Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range. All Strategic Cruisers have one ''Augmented Reactor'' Core Subsystem option which increases Powergrid capacity, either Capacitor Regeneration or Capacitor Capacity, and gives resistance to Energy Neutralizers. All Strategic Cruisers also have one Core Subsystem option which improves some form of their electronic warfare capabilities, and (further) reduces the heat damage sustained by [[overheating]] their modules. | ||
All Tech 3 Cruiser subsystems affect the cosmetic model of the ship in some way, but the Core subsystem affects the core model of the ship while all the other subsystems only change the ship in small ways, usually in the form of struts or wings. The Core subsystem is the only one that can change the shape of the ship to be unrecognizable. | All Tech 3 Cruiser subsystems affect the cosmetic model of the ship in some way, but the Core subsystem affects the core model of the ship while all the other subsystems only change the ship in small ways, usually in the form of struts or wings. The Core subsystem is the only one that can change the shape of the ship to be unrecognizable. | ||
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* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3Cs can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills. | * '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3Cs can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills. | ||
* '''Fleet Command bonuses'''. The dedicated [[Command Ships]] comes with a hull bonus of 3% per level to the effect of '''two''' racial warfare links. The T3Cs can't fit as many warfare links at once as a Command Ship, but with the right subsystem, they can have a 2% per level bonus to the effect of '''three''' racial links. | * '''Fleet Command bonuses'''. The dedicated [[Command Ships]] comes with a hull bonus of 3% per level to the effect of '''two''' racial warfare links. The T3Cs can't fit as many warfare links at once as a Command Ship, but with the right subsystem, they can have a 2% per level bonus to the effect of '''three''' racial links. | ||
* '''Slow-cooking'''. All T3Cs have a per-level reduction in the heat damage you take when [[ | * '''Slow-cooking'''. All T3Cs have a per-level reduction in the heat damage you take when [[overheating]] modules, which lets them overheat for much longer than most other ships. They also have bonuses to module repair speed using Nanite Repair Paste. This allows for significantly longer overheating time for less drawback. | ||
* '''EWAR'''. Each of the T3Cs has a subsystem that gives them a bonus to some form of electronic support. (Neutralizers for Legion, Webs for Loki, Warp Disruptor/Scrambler for Proteus, ECM for Tengu.) This lets them work as either electronic warfare vessels or long-ranged tacklers. These bonuses are not as strong as the bonuses for the Force Recon Ships, however, they can often be added on to a T3C's other abilities, rather than forcing the entire ship to be built around them. | * '''EWAR'''. Each of the T3Cs has a subsystem that gives them a bonus to some form of electronic support. (Neutralizers for Legion, Webs for Loki, Warp Disruptor/Scrambler for Proteus, ECM for Tengu.) This lets them work as either electronic warfare vessels or long-ranged tacklers. These bonuses are not as strong as the bonuses for the Force Recon Ships, however, they can often be added on to a T3C's other abilities, rather than forcing the entire ship to be built around them. | ||
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=== A Super-HAC === | === A Super-HAC === | ||
It's a bit boring compared to some of the other potential uses, but a T3C can just slot into a PvP gang as a tougher, higher damage, and more expensive [[Heavy Assault Cruiser]], which can overheat for longer (but has no Assault Damage Control). | It's a bit boring compared to some of the other potential uses, but a T3C can just slot into a PvP gang as a tougher, higher damage, and more expensive [[Heavy Assault Cruiser]], which can overheat for longer (but has no Assault Damage Control). | ||
That said, however, these T3C fits can often easily be combined with the EWAR subsystem to turn a Legion into a HAC with neutralizers, a Loki into a HAC with extremely long-range webs, a Proteus into a HAC with long-range tackle, or a Tengu into a HAC with high-power ECM jammers. | That said, however, these T3C fits can often easily be combined with the EWAR subsystem to turn a Legion into a HAC with neutralizers, a Loki into a HAC with extremely long-range webs, a Proteus into a HAC with long-range tackle, or a Tengu into a HAC with high-power ECM jammers. Or they can leverage the covert subsystem to deploy via black ops battleships. | ||
=== 100MN Combat === | === 100MN Combat === | ||