Difference between revisions of "Sleipnir"

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(Added quote introduced in the Revenant expansion (2024-11-12). Removed manufacturer portion of info blurb that was taken out in the same expansion.)
 
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 2020-07-28)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=22444
+
| shipimg=Sleipnir.jpg
|shipid=22444
+
| shipname=Sleipnir
|shipimg=Sleipnir.jpg
+
| class=Command Ship
|shipname=Sleipnir
+
| grouping=Command Ships
|caption=Sleipnir
+
| hulltype=Hurricane Class
|class=Command Ship
+
| faction=Minmatar Republic  
|grouping=Command Ships
+
| variations={{Ship|Hurricane Fleet Issue}}, {{Ship|Hurricane}}
|hulltype=Cyclone Class
+
| tech=2
|faction=Minmatar Republic
 
|race=Minmatar
 
|roles=unspecified
 
|variations={{Ship|Cyclone}}, {{Ship|Claymore}}
 
 
|ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
|powergrid=1,460 MW
 
|cpu=475 tf
 
|capacitor=2,625 GJ
 
|highs=8
 
|turrets=7
 
|launchers=3
 
|mediums=5
 
|lows=5
 
 
|mass=12,500,000 kg
 
|volume=216,000 m&#179;
 
|cargohold=475 m&#179;
 
 
|dronebay=40 m&#179;
 
|bandwidth=40 Mbit/sec
 
 
|info=Command ships are engineered specifically to wreak havoc on a battlefield of many.  Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements.  Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle.  <br><br>Developer: Boundless Creation<br><br>Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible.  Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
 
 
|bonuses=<b>Battlecruiser Skill Bonus:</b><br>5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to Shield Booster effectiveness per level<br><b>Command Ships Skill Bonus:</b><br>5% bonus to Medium Projectile Turret damage and 10% bonus to Medium Projectile Turret falloff per level<br><b>Role Bonus: 99% reduction in Warfare Link module CPU need</b>
 
 
|structurehp=3,363 HP
 
|shieldhp=4,324 HP |shieldem=63 |shieldexp=50 |shieldkin=40 |shieldtherm=50
 
|armorhp=3,844 HP |armorem=85 |armorexp=10 |armorkin=25 |armortherm=59
 
 
|maxvelocity=165 m/s
 
|inertia=0.704
 
|warpspeed=3 AU/s
 
|warptime=12.2 s
 
 
|targetrange=45 km
 
|sigradius=240 m
 
|maxlockedtargets=6
 
|sensortype=LADAR
 
|sensorvalue=16 points
 
|scanres=220 mm
 
 
|reqskills=*Minmatar Cruiser V<small>29d 15h 6m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Minmatar Frigate IV<small>2d 2h 17m</small>
 
*Command Ships I<small>1h 6m</small>
 
**Spaceship Command V<small>5d 22h 13m</small>
 
**Warfare Link Specialist IV<small>6d 12h 3m</small>
 
**Battlecruisers V<small>35d 13h 20m</small>
 
*Heavy Assault Ships IV<small>6d 6h 51m</small>
 
**Weapon Upgrades V<small>11d 20h 26m</small>
 
**Spaceship Command V<small>5d 22h 13m</small>
 
**Assault Ships IV<small>4d 4h 34m</small>
 
|totaltraintime=108d 4h 38m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Sleipnir Sleipnir on Eve Online Wiki]<br>
 
 
|highlights1=High Amount of High Slots
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| powergrid=1,300 MW
 +
| cpu=475 tf
 +
| capacitor=2,625 GJ
 +
 +
| highs=7
 +
| turrets=5
 +
| launchers=2
 +
| mediums=5
 +
| lows=5
 +
 +
| mass=12,800,000 kg
 +
| volume=216,000 m³
 +
 +
| cargohold=475 m³
 +
| extraholdtype=
 +
| extrahold=
 +
 +
| dronebay=25 m³
 +
| bandwidth=25 Mbit/sec
 +
| quote=Each tribe is the limb of a single beast, and no enemy can escape its reach.
 +
| quote_attribution=CEO Egbendik Skegnagenvallur
 +
| info=Command ships are engineered specifically to wreak havoc on a battlefield of many.  Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
 +
| bonuses= <b>Command Ships bonuses (per skill level):</b><br>
 +
10% bonus to Medium Projectile Turret damage<br>
 +
10% bonus to Medium Projectile Turret falloff<br>
 +
4% bonus to Shield Command and Skirmish Command burst strength and duration<br>
 +
<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>
 +
10% bonus to Medium Projectile Turret damage<br>
 +
7.5% bonus to Shield Booster amount<br><b>Role Bonus:</b><br>
 +
•&nbsp;Can use 2 Command Burst modules<br>
 +
50% bonus to Command Burst area of effect range
 +
 +
| structurehp=3,700 HP
 +
 +
| armorhp=3,600 HP
 +
| armorem=90
 +
| armortherm=67.5
 +
| armorkin=25
 +
| armorexp=10
 +
 +
| shieldhp=4,500 HP
 +
| shieldem=75
 +
| shieldtherm=60
 +
| shieldkin=40
 +
| shieldexp=50
 +
 +
| maxvelocity=165 m/sec
 +
| inertia=0.704
 +
| warpspeed=4 AU/s
 +
| warptime=12.49 s
 +
 +
| targetrange=70.00 km
 +
| maxlockedtargets=7
 +
| sigradius=240 m
 +
| scanres=264 mm
 +
| sensortype=LADAR
 +
| sensorvalue=20 points
 +
 +
| reqskills= * {{RequiredSkill|Minmatar Battlecruiser|V}}
 +
** {{RequiredSkill|Spaceship Command|III}}
 +
** {{RequiredSkill|Minmatar Cruiser|III}}
 +
*** {{RequiredSkill|Spaceship Command|II}}
 +
*** {{RequiredSkill|Minmatar Destroyer|III}}
 +
**** {{RequiredSkill|Minmatar Frigate|III}}
 +
***** {{RequiredSkill|Spaceship Command|I}}
 +
* {{RequiredSkill|Command Ships|I}}
 +
** {{RequiredSkill|Command Burst Specialist|IV}}
 +
*** {{RequiredSkill|Leadership|V}}
 +
** {{RequiredSkill|Wing Command|IV}}
 +
*** {{RequiredSkill|Leadership|V}}
 +
** {{RequiredSkill|Spaceship Command|V}}
 +
| totaltraintime=104d 20h 51m 23s ?
 +
 +
| forumlinks=
 +
| wikireferences=
 +
| highlights1=Can Use Command Burst modules
 +
| highlights2=High Amount of High Slots
 +
| highlights3=
 +
| highlights4=
 
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==Summary==
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== Summary ==
The Sleipnir is the Minmatar Field Command Ship. The Sleipnir is bonused for projectiles (particularly autocannons) and shield boosting. While it is classed as a "command ship" it is designed as a combat ship rather than a fleet booster.
+
The '''Sleipnir''' is the Minmatar attack command ship, bonused for projectiles and shield boosting.
 +
 
 +
At face value, the Sleipnir looks and acts like a Tech II [[Hurricane]] with two short-range but high-strength Shield or Skirmish [[Command Bursts]]; if fit for artillery, that's exactly how a Sleipnir works, aided by its twin attack damage bonuses which combine to give it the highest damage-per-shot of any medium turret ship.
 +
 
 +
However, the Sleipnir's bonuses to falloff range and shield boosters, and its superior Tech 2 Minmatar shield resists open an alternate fitting concept: an unbelievably durable autocannon brawler, running an X-Large Shield Booster to shrug off thousands of damage per second.
 +
 
 +
== Skills ==
 +
As a relatively large Tech 2 ship requiring a long skill train, the Sleipnir is a demanding hull that deserves excellent [[support skills]] and [[fitting skills]]. Pilots will want to be able to use Tech 2 modules throughout the fit, across the guns, tank, and utility slots (and in practice in some slots even higher meta level modules might be worth the investment).
 +
 
 +
Pilots should also be familiar and practised with the mechanics of [[Command Bursts]].
 +
 
 +
== Tactics ==
 +
''No sub-article about Sleipnir roles or piloting tactics. You can write them here.''
  
The Sleipnir has a hefty falloff bonus, allowing it to engage at good range with autocannons. The Sleipnir's good speed and small sig for its tank allows an oversized shield booster fit to tank a tremendous amount of damage for a limited time. The recently added Ancillary Shield Booster modules have made the Sleipnir even more popular.
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== Notes ==
 +
The Sleipnir is named after the eight-legged horse ridden by Odin, chief of the gods, in Norse mythology. In some accounts, Sleipnir was one of the children of [[Loki]].
  
== Skills  ==
+
== Patch History ==
 +
{{Expansion past|width= 45%|
 +
'''version 21.06 Release 2024-02-20.1''' ([https://www.eveonline.com/news/view/patch-notes-version-21-06 Patch Notes])
 +
* Added 50% Role Bonus to Command Burst Range to the Field Command subgroup of Command Ships (Absolution, Nighthawk, Astarte, Sleipnir)
  
=== ''Recommended Certificates'' ===
+
'''Version 18.07 - Release 2020-07-28.1 - Build: 1777281''' - ''Combat Command Update'' ([https://www.eveonline.com/news/view/patch-notes-for-version-18-07#2020-07-28.1 Patch Notes])
  
*Core Competency Elite
+
: ''Acting as the start of another series of the popular regular cadence updates, the Combat Command update brings changes to command burst bonuses on attack command ships that will further differentiate them from fleet command ships.''
*Active Shield Tanking Improved
 
*Cruiser Advanced Autocannon Standard
 
*Skirmish Warfare Chief Improved
 
  
== Fitting  ==
+
: ''Fleet command ship changes will focus on command burst range, with attack command ship changes focusing on command burst strength.''
 +
: -CCP Convict, [https://www.eveonline.com/article/qe4w9k/combat-command-update-now-live Combat Command Update news post]
 +
* Shield and Skirmish command burst strength and duration bonus increased from 3%/level to 4%/level (+1%/level)
 +
* 100% bonus to command burst range removed
 +
* Scan resolution increased from 220mm to 264mm (+44 mm, +20%)
  
''{{Fittings
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'''October 2019 Release - 2019-10-15.1'''
|name= Level 4
+
 
|high= 425mm AutoCannon II <br> 425mm AutoCannon II <br> 425mm AutoCannon II <br> 425mm AutoCannon II <br> 425mm AutoCannon II <br> 425mm AutoCannon II <br> 425mm AutoCannon II <br> Heavy Assault Missile Launcher II
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
|mid= Republic Fleet 10MN Afterburner <br> Shield Boost Amplifier II <br> Adaptive Invulnerability Field II <br> Adaptive Invulnerability Field II <br> Large Shield Booster II
+
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
|low= Capacitor Flux Coil II <br> Republic Fleet Tracking Enhancer II <br> Damage Control II <br> Republic Fleet Gyrostabilizer <br> Republic Fleet Gyrostabilizer
 
|charges=EMP M <br> Fusion M <br> Torrent Assault Missile
 
|drones= Warrior II
 
|rigs= Medium Capacitor Control Circuit I <br> Medium Capacitor Control Circuit I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes= 550 dps omni tanks, 500 dps @ 18k optimal+falloff w/ drones
 
}}{{Fittings
 
|name=Sleipnir, Shield Incursion
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
Large 'Regard' Power Projector
 
|mid=
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Large Shield Extender II<br>
 
Federation Navy Stasis Webifier<br>
 
Sensor Booster II
 
|low=
 
Gyrostabilizer II<br>
 
Gyrostabilizer II<br>
 
Gyrostabilizer II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II
 
|charges=
 
Republic Fleet EMP M<br>
 
Republic Fleet Phased Plasma M<br>
 
Republic Fleet Fusion M
 
Scan Resolution Script
 
|drones=
 
Hobgoblin II x8
 
|rigs=
 
Medium Projectile Collision Accelerator II<br>
 
Medium Core Defense Field Extender I
 
|recommended1=
 
Medium Projectile Turret V<br>
 
Medium Autocannon Specialization IV
 
|recommended2=
 
|recommended3=
 
|notes=
 
*The falloff bonus and high base damage output made Sleipnir a superior Incursion boat. With short range faction ammo, the Sleipnir can unleash 774 DPS without faction damage enhancing module with a range of 1.9+30km. And thanks to the abundance of utility med slots, Sleipnir is on par with the [[Legion]] in terms of [[Nation Commander Outpost]] competitiveness.
 
*The sensor booster with scan resolution script help with targeting Sansha frigates.
 
*The utility energy transfer array can be used to pair with a basilisk or provide emergency capacitor transfer in certain situations.
 
 
}}
 
}}
  
==Tactics==
+
{{ShipsMatrix|expgroup=battlecruisers}}
''No sub-article about Sleipnir roles or piloting tactics. You can write them here.''
 
 
 
==Notes==
 
''You can write additional notes for Sleipnir here.''
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Command Ships]]
+
[[Category:Command Ships]]

Latest revision as of 23:56, 17 November 2024

EVE University Database
 
Ship Database
Sleipnir
CornerT2h.png
Sleipnir
Minmatar Republic
Minmatar Republic
Command Ships
Hurricane Class
Highlight
Can Use Command Burst modules
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
Each tribe is the limb of a single beast, and no enemy can escape its reach.
– CEO Egbendik Skegnagenvallur


Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

SHIP BONUSES

Command Ships bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
4% bonus to Shield Command and Skirmish Command burst strength and duration
Minmatar Battlecruiser bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use 2 Command Burst modules
50% bonus to Command Burst area of effect range

Required Skills
Training Time what's this?
104d 20h 51m 23s ?
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Hurricane Fleet Issue
Hurricane Fleet Issue.jpg
CornerTFs.png
Hurricane Fleet Issue
Faction Battlecruisers Hurricane Class
Icon highlights.pngCan use Command Burst module
Icon hi slot.png8 (3/6) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,380 MW Icon cpu.png420 tf
Icon velocity.png185 m/sec
Icon capacity.png425 m³
, Hurricane
Hurricane.jpg
Hurricane
Standard Battlecruisers Hurricane Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (3/6) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,140 MW Icon cpu.png400 tf
Icon velocity.png180 m/sec
Icon capacity.png425 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,300 MW
CPU
cpu output
475 tf
Capacitor
capacitor
2,625 GJ
High
high slots
7
Launchers
launcher slots
2
Turrets
turret slots
5
Medium
medium slots
5
Low
low slots
5
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
165 m/sec
Inertia Modifier
inertia modifier (agility)
0.704
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
12.49 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.
Drones
Drone Capacity
drone capacity
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
20 points
Sig. Radius
signature radius
240 m
Scan Res.
scan resolution
264 mm
Structure
Structure Hitpoints
structure hitpoints
3,700 HP
Mass
ship mass
12,800,000 kg
Volume
ship volume
216,000 m³
Cargo Capacity
cargo capacity
475 m³
Armor
Armor Hitpoints
armor hitpoints
3,600 HP
Armor Resistances
EM
electromagnetic resistance
90
THR
thermal resistance
67.5
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
4,500 HP
Shield Resistances
EM
electromagnetic resistance
75
THR
thermal resistance
60
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Sleipnir is the Minmatar attack command ship, bonused for projectiles and shield boosting.

At face value, the Sleipnir looks and acts like a Tech II Hurricane with two short-range but high-strength Shield or Skirmish Command Bursts; if fit for artillery, that's exactly how a Sleipnir works, aided by its twin attack damage bonuses which combine to give it the highest damage-per-shot of any medium turret ship.

However, the Sleipnir's bonuses to falloff range and shield boosters, and its superior Tech 2 Minmatar shield resists open an alternate fitting concept: an unbelievably durable autocannon brawler, running an X-Large Shield Booster to shrug off thousands of damage per second.

Skills

As a relatively large Tech 2 ship requiring a long skill train, the Sleipnir is a demanding hull that deserves excellent support skills and fitting skills. Pilots will want to be able to use Tech 2 modules throughout the fit, across the guns, tank, and utility slots (and in practice in some slots even higher meta level modules might be worth the investment).

Pilots should also be familiar and practised with the mechanics of Command Bursts.

Tactics

No sub-article about Sleipnir roles or piloting tactics. You can write them here.

Notes

The Sleipnir is named after the eight-legged horse ridden by Odin, chief of the gods, in Norse mythology. In some accounts, Sleipnir was one of the children of Loki.

Patch History