Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Black Ops: Difference between revisions

From EVE University Wiki
Add link.
m Stylistic changes (spelling corrections, etc.)
 
Line 2: Line 2:
Covert cynos help a lot with stealthy movements in hostile space as they are not visible systemwide like hard cynos.
Covert cynos help a lot with stealthy movements in hostile space as they are not visible systemwide like hard cynos.


To complement their special jump capabilities they have significant role bonuses to cloaking, even though they cannot fit a covert ops [[Cloaking|cloak]] i.e. they cannot warp cloaked. Black Ops have no targeting delay after cloaking, their cloak reactivation delay reduced to 5 seconds, and they have a 650% bonus to ship max velocity when using cloaking devices. The last bonus means that Black Ops move faster while being cloaked for a wide range of cloaks. This also means that they can fully [[align|prealign]] while being cloaked. Those cloaking capabilities help them to “get safe” after a drop as well as stay in hostile space while waiting for a target.
To complement their special jump capabilities they have significant role bonuses to cloaking, even though they cannot fit a covert ops [[Cloaking|cloak]], i.e., they cannot warp cloaked. Black Ops have no targeting delay after cloaking, their cloak reactivation delay reduced to 5 seconds, and they have a 650% bonus to ship max velocity when using cloaking devices. The last bonus means that Black Ops move faster while being cloaked for a wide range of cloaks. This also means that they can fully [[align|prealign]] while being cloaked. Those cloaking capabilities help them to “get safe” after a drop as well as stay in hostile space while waiting for a target.


Their jump capabilities are further strengthened by a reduction to [[jump fatigue]].<ref>The jump fatigue consists of a base term per jump plus a term proportional to the distance jumped. The distance term is reduced by 75% for Black Ops.</ref> Their jump range of 4 lightyears without skills and 8 lightyears with max skills is relatively far as it’s more than for dreads and carriers but not as far as for Rorquals and Jump Freighters. Black Ops further have the ability to fit both covert and hard cynos. Hard cynos also get 50% reduction in cycle time.
Their jump capabilities are further strengthened by a reduction to [[jump fatigue]].<ref>The jump fatigue consists of a base term per jump plus a term proportional to the distance jumped. The distance term is reduced by 75% for Black Ops.</ref> Their jump range of 4 lightyears without skills and 8 lightyears with max skills is relatively far as it’s more than for dreads and carriers but not as far as for Rorquals and Jump Freighters. Black Ops further have the ability to fit both covert and hard cynos. Hard cynos also get 50% reduction in cycle time.


Black Ops have an increased resist profile but don’t exactly follow the usual [[Natural_resistances#Black_Ops|T2 resist philosophy]]. Their base hitpoints are a good bit lower than the T1 hulls they are based upon. But after resists and fittings the effect isn’t as big as you might think. Still they are not designed for prolonged battles but a quick in and out. Black Ops usually don’t die to their target because they can choose said target, the typical reason for a Black Ops loss is being baited into a trap.
Black Ops have an increased resist profile but don’t exactly follow the usual [[Natural_resistances#Black_Ops|T2 resist philosophy]]. Their base hit points are a good bit lower than the T1 hulls they are based upon, but after resists and fittings the effect isn’t as big as you might think. Still, they are not designed for prolonged battles but a quick in and out. Black Ops usually don’t die to their target because they can choose said target; the typical reason for a Black Ops loss is being baited into a trap.


Black Ops weigh roughly 150 kt; this is significantly more than other battleships which typically weigh 100 kt. This also negatively affects their [[Propulsion_equipment#Sizes_and_mass_effects|speed with a propulsion module]] turned on. They have a relatively big sensor strength; they usually fit a cloak though and after the drawback of the cloak their sensor strength is normal for battleships.
Black Ops weigh roughly 150 kt; this is significantly more than other battleships which typically weigh 100 kt. This also negatively affects their [[Propulsion_equipment#Sizes_and_mass_effects|speed with a propulsion module]] turned on. They have a relatively big sensor strength; they usually fit a cloak though and after the drawback of the cloak their sensor strength is normal for battleships.
Line 55: Line 55:
* [[Covert Ops]] can combat probe, are unsuspicious and cheap. But like the bombers, they don’t have a lot of survivability.
* [[Covert Ops]] can combat probe, are unsuspicious and cheap. But like the bombers, they don’t have a lot of survivability.


* The [[Prospect]] is also popular to light covert cynos. But maybe rather in a baiting way than active hunting.
* The [[Prospect]] is also popular to light covert cynos, but maybe rather in a baiting way than active hunting.


== Use as a cyno platform ==
== Use as a cyno platform ==
Line 92: Line 92:
Black Ops are expensive ships which already have a high skill requirement to just sit in them. Thus it’s not surprising that your relevant skills especially the general [[support skills]] should be pretty good which means mostly level five. The Black Ops skill itself should be at level four. Level five isn’t immediately necessary in accordance with the [[Support_skills#The_80.2F20_Rule_of_Skill_Training|80/20 rule]]. But it’s importance depends a bit on the hull.
Black Ops are expensive ships which already have a high skill requirement to just sit in them. Thus it’s not surprising that your relevant skills especially the general [[support skills]] should be pretty good which means mostly level five. The Black Ops skill itself should be at level four. Level five isn’t immediately necessary in accordance with the [[Support_skills#The_80.2F20_Rule_of_Skill_Training|80/20 rule]]. But it’s importance depends a bit on the hull.


You already need good jump skills to just sit in a Black Ops. Jump Drive Calibration is ‘only’ required at level four but if you fly with others they will certainly implicitly assume that everyone has it five when planing for jump ranges. Thus train it to five. Jump Fuel Conservation isn’t required for Black Ops but you should train it to four in accordance with the 80/20 rule. In the long run level five is certainly advised as the skill allows you to stay out hunting for longer.
You already need good jump skills to just sit in a Black Ops. Jump Drive Calibration is ‘only’ required at level four but if you fly with others they will certainly implicitly assume that everyone has it five when planning for jump ranges. Thus train it to five. Jump Fuel Conservation isn’t required for Black Ops but you should train it to four in accordance with the 80/20 rule. In the long run level five is certainly advised as the skill allows you to stay out hunting for longer.


As have to train a lot of jump skills and ideally also to level five, it suggests itself to train Black Ops on a character which already has (very) good jump skills. This means you would rather train it on a capital alt than a subcap character. You have especially good skill synergies with the dreadnought or titan corresponding to the given empire. If you plan to fly your Sin without guns (thus with neuts or remote reps), you also have a good skill overlap with carriers or FAXs.
As have to train a lot of jump skills and ideally also to level five, it suggests itself to train Black Ops on a character which already has (very) good jump skills. This means you would rather train it on a capital alt than a subcap character. You have especially good skill synergies with the dreadnought or titan corresponding to the given empire. If you plan to fly your Sin without guns (thus with neuts or remote reps), you also have a good skill overlap with carriers or FAXs.
Line 114: Line 114:
Black Ops got a minor buff in the "Surgical Strike" Update as their scan resolution was increased by 30%.<ref>'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Patch Notes])</ref>
Black Ops got a minor buff in the "Surgical Strike" Update as their scan resolution was increased by 30%.<ref>'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Patch Notes])</ref>


On 2019-09-10 cynos got restricted to Force Recons and Black Ops and industrial cynos got added.<ref>https://www.eveonline.com/news/view/patch-notes-for-september-2019-release</ref> This was an implicit buff to Black Ops as capital ships got nerfed while the capabilities of Black Ops stayed the same. Thus shifting the preference to Black Ops for hot drops.
On 2019-09-10 cynos got restricted to Force Recons and Black Ops and industrial cynos got added.<ref>https://www.eveonline.com/news/view/patch-notes-for-september-2019-release</ref> This was an implicit buff to Black Ops as capital ships got nerfed while the capabilities of Black Ops stayed the same, thus shifting the preference to Black Ops for hot drops.


== See also ==
== See also ==