Difference between revisions of "Supercarriers"

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A Supercarrier is a super capital-sized ship that technically falls into the Carrier grouping for skill purposes, though due to its immense size and scope is considered by most pilots to be in a class of its own. Supercarriers are the second-largest class of ship within EVE, only outclassed by Titans.  The role of a supercarrier is generally three-fold: Logistical support, tactical support, and anti-capital offensive capabilities.
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A '''Supercarrier''' is a super-[[Capital Ship|capital ship]] that technically falls into the Carrier grouping for skill purposes, though due to its immense size and scope is considered by most pilots to be in a class of its own. Supercarriers are the second-largest class of ship within EVE, only outclassed by Titans.
  
====Role-Specific Bonuses====
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Like Titans, Supercarriers are not able to dock in stations or outposts, and can only dock in Extra Large citadels, Keepstars.
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==Bonuses==
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===General===
  
 
All supercarriers have definitive bonuses that allow them to fulfill their designated roles:
 
All supercarriers have definitive bonuses that allow them to fulfill their designated roles:
* Each can deploy 5 drones, plus an additional 3 drones per racial Carrier level.
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* Can deploy 5 flights of fighters (2 more than regular carriers), and are the only class of ship that can launch Heavy Fighters.
* Can deploy fighters and/or fighter bombers if the pilot is properly skilled to do so instead of smaller drones.
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* Can fit Burst Projectors.
* Are immune to standard forms of ship-based and station-based Electronic Warfare.
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* Can fit 2 Command Bursts.
* Can fit an ECM Remote Burst I
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* Can fit Tactical Capsuleer Recloner.
* Can fit 1 Command Link per level of racial Carrier without the need for Command Processors.
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* 200% bonus to Armor Plates and Shield Extenders
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* Can lock at extended ranges
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* 200% bonus to Command Burst area of effect range
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* Can fit Networked Sensor Array
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* 50% bonus to Remote Sensor Dampener resistance
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* 50% bonus to Stasis effect resistance
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* 50% increase to Remote Electronic Assistance impedance
  
====Race-Specific Bonuses====
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===Race-Specific===
  
 
In addition, supercarriers are role-specific by the race in which they belong.  The following benefits are listed by race, based on the pilot's racial Carrier skill:
 
In addition, supercarriers are role-specific by the race in which they belong.  The following benefits are listed by race, based on the pilot's racial Carrier skill:
  
* Amarr (Aeon): 5% bonus to all armor resistances per level, 50% bonus to Capital Energy Transfer and Capital Remote Armor Repair range per level
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====Amarr ([[Aeon]])====
* Caldari (Wyvern): 5% bonus to all shield resistances per level, 50% bonus to Capital Energy Transfer and Capital Shield Transfer range per level
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* 7.5% bonus to Fighter damage
* Gallente (Nyx): 5% bonus to deployed Fighter and Fighter Bomber damage per level, 50% bonus to Capital Energy Transfer and Capital Remote Armor Repair range per level
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* 4% bonus to all armor resistances
* Minmatar (Hel): 5% bonus to Capital Armor Repair and Shield Transfer amount per level, 50% bonus to Capital Remote Armor Repair and Capital Shield Transfer range per level
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* 5+ bonus to ship warp core strength
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* 5% reduction in Weapon Disruption Burst Projector cycle time
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* 2% bonus to Armored Command and Information Command burst strength and duration
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====Caldari ([[Wyvern]])====
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* 7.5% bonus to Fighter damage
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* 4% bonus to all shield resistances
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* 5+ bonus to ship warp core strength
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* 5% reduction in ECM Jammer Burst Projector cycle time
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* 2% bonus to Shield Command and Information Command burst strength and duration
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====Gallente ([[Nyx]])====
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* 10% bonus to Fighter damage
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* 5% bonus to Fighter hitpoints
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* 5+ bonus to ship warp core strength
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* 5% reduction in Sensor Dampening Burst Projector cycle time
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* 2% bonus to Armored Command and Skirmish Command burst strength and duration
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====Minmatar ([[Hel]])====
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* 10% bonus to Fighter damage
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* 5% bonus to Fighter velocity
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* 5+ bonus to ship warp core strength
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* 5% reduction in Target Illumination Burst Projector cycle time
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* 2% bonus to Shield Command and Skirmish Command burst strength and duration
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====Sansha's Nation ([[Revenant]])====
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Amarr Carrier bonuses (per skill level):
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* 5% bonus to Fighter damage
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* 5% bonus to Fighter weapon explosion radius and explosion velocity
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* 3+ bonus to ship warp core strength
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Caldari Carrier bonuses (per skill level):
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* 5% bonus to Fighter damage
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* 20% bonus to Afterburner velocity bonus
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* 3+ bonus to ship warp core strength
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====Serpentis ([[Vendetta]])====
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Gallente Carrier bonuses (per skill level):
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* 10% bonus to Fighter damage
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* 5% bonus to Fighter hitpoints
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* 3+ bonus to ship warp core strength
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Minmatar Carrier bonuses (per skill level):
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* 5% bonus to Fighter velocity
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* 10% bonus to Stasis Webification Burst Projector effectiveness
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* 3+ bonus to ship warp core strength
  
====General Use====
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==Use==
  
Defensively, supercarriers are a field-changing asset.  As each is designed to use capital logistics modules, they are often called in to repair player-owned stations after an initial assault.  With their immunity to standard electronic warfare, webifying one is impossible, always allowing full sub-light maneuvering, an asset if a hostile force comes upon one while repairing POS structures.
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Offensively, supercarriers are a powerful anti-capital ship asset.  With a large number of Heavy Fighter flights deployed, capital ships take a brutal assault when swarmed by themCarriers and dreadnaughts fall quickly to a supercarrier, while a similar supercarrier or titan may take longer.
  
Offensively, supercarriers are a powerful anti-capital ship asset.  With a large number of fighter bombers deployed, capital ships take a brutal assault when swarmed by them. Carriers and dreadnaughts fall quickly to a supercarrier, while a similar suppercarrier or titan may take longer.
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In addition to the massive damage Heavy Fighters offer, supercarriers are able to support their fleet through various types of Burst Projectors. These modules give suppercarriers the ability to apply electronic and capacitor warfare effects in an area of effect while at range.
  
In addition to the fighter-bomber support a supercarrier offers, the ability to jam large sections of enemy forces lies in the supercarrier's ability to fit Projected ECM, in the form of a Remote ECM Busrt I.  This module can jam large numbers of targets within a range.  This jam is equal opportunity, however, so friendly forces caught in the burst are at risk to suffer the same effect.  Used wisely, this can disrupt a large enemy force long enough to destroy a tactically strong ship on the board, break cap chains, and even allow a non-capital support fleet to gain the upper hand in a combat situation.
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When it is possible to effectively defend them (which typically requires a supercapital fleet available as backup and bringing in that fleet more difficult after the September 2019 cyno changes due to the necessity of an alt on standby with a Tech II ship for the purpose rather than having the module fit to the supercarrier), supercarriers can provide some of the highest income possible in NullSec by running combat anomalies for NPC kill bounties.
  
====Weaknesses====
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==Weaknesses==
  
As a negative note, the downsides to a supercarrier are enough to keep many pilots from flying one.  The first, and largest, restriction is that you cannot dock a supercarrier.  They are simply too large for stations and outposts to dock them.  They have to be parked within a POS shield to be safe while not flying in one.  This also means that repairs to supercarrier must be completed by module-based repairs, whether local modules or remote logistics.
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Supercarriers' defining offensive weapons are Heavy Fighters, which are very effective against structures, other capitals and large subcapitals like battleships, but they will have a hard time applying damage to anything smaller.
  
Supercarriers' only offensive weapons are fighters and fighter-bombers, which are very effective against structures, other capitals and large subcapitals like battleships, but a supercarrier will have a hard time applying damage to anything smaller.
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While supercarriers have very high warp core strength, they can still be prevented from warping by interdiction bubbles, mobile warp disruption fields, warp disruption field generators, or simply a large enough number of conventional warp disruptors and warp scramblers.
  
While a supercarrier is immune to standard electronic warfare, including warp disruptors, they are still affected by interdiction bubbles, mobile warp disruption fields, and warp disruption field generators.
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Previously, a supercarrier was at its most vulnerable while under construction. To construct a supercarrier, a capital ship assembly array would have to have been anchored and deployed within a POS shield, inside a system where the owner holds sovereignty. The construction time on supercapitals is very long and an occupied CSAA would have made a tempting strategic target for enemy alliances. However, citadels are much easier to defend than starbases, especially XL ones such as the Sotiyo, the only one that is capable of constructing supercapital ships. It is no longer practical to cripple an alliance's supercapital fleet by shutting down production because this would require bringing capital fleets into hostile space for multiple timers, which the defenders would consider to be of the utmost priority.
  
Finally, a supercarrier is at its most vulnerable while under construction. To construct a supercarrier, a capital ship assembly array must be anchored and deployed within a POS shield, inside a system where the owner holds sovereignty. The construction time on supercapitals is very long and an occupied CSAA will make a tempting strategic target for enemy alliances.
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[[Category:Ships]]

Latest revision as of 00:50, 31 March 2023

A Supercarrier is a super-capital ship that technically falls into the Carrier grouping for skill purposes, though due to its immense size and scope is considered by most pilots to be in a class of its own. Supercarriers are the second-largest class of ship within EVE, only outclassed by Titans.

Like Titans, Supercarriers are not able to dock in stations or outposts, and can only dock in Extra Large citadels, Keepstars.

Bonuses

General

All supercarriers have definitive bonuses that allow them to fulfill their designated roles:

  • Can deploy 5 flights of fighters (2 more than regular carriers), and are the only class of ship that can launch Heavy Fighters.
  • Can fit Burst Projectors.
  • Can fit 2 Command Bursts.
  • Can fit Tactical Capsuleer Recloner.
  • 200% bonus to Armor Plates and Shield Extenders
  • Can lock at extended ranges
  • 200% bonus to Command Burst area of effect range
  • Can fit Networked Sensor Array
  • 50% bonus to Remote Sensor Dampener resistance
  • 50% bonus to Stasis effect resistance
  • 50% increase to Remote Electronic Assistance impedance

Race-Specific

In addition, supercarriers are role-specific by the race in which they belong. The following benefits are listed by race, based on the pilot's racial Carrier skill:

Amarr (Aeon)

  • 7.5% bonus to Fighter damage
  • 4% bonus to all armor resistances
  • 5+ bonus to ship warp core strength
  • 5% reduction in Weapon Disruption Burst Projector cycle time
  • 2% bonus to Armored Command and Information Command burst strength and duration

Caldari (Wyvern)

  • 7.5% bonus to Fighter damage
  • 4% bonus to all shield resistances
  • 5+ bonus to ship warp core strength
  • 5% reduction in ECM Jammer Burst Projector cycle time
  • 2% bonus to Shield Command and Information Command burst strength and duration

Gallente (Nyx)

  • 10% bonus to Fighter damage
  • 5% bonus to Fighter hitpoints
  • 5+ bonus to ship warp core strength
  • 5% reduction in Sensor Dampening Burst Projector cycle time
  • 2% bonus to Armored Command and Skirmish Command burst strength and duration

Minmatar (Hel)

  • 10% bonus to Fighter damage
  • 5% bonus to Fighter velocity
  • 5+ bonus to ship warp core strength
  • 5% reduction in Target Illumination Burst Projector cycle time
  • 2% bonus to Shield Command and Skirmish Command burst strength and duration

Sansha's Nation (Revenant)

Amarr Carrier bonuses (per skill level):

  • 5% bonus to Fighter damage
  • 5% bonus to Fighter weapon explosion radius and explosion velocity
  • 3+ bonus to ship warp core strength

Caldari Carrier bonuses (per skill level):

  • 5% bonus to Fighter damage
  • 20% bonus to Afterburner velocity bonus
  • 3+ bonus to ship warp core strength

Serpentis (Vendetta)

Gallente Carrier bonuses (per skill level):

  • 10% bonus to Fighter damage
  • 5% bonus to Fighter hitpoints
  • 3+ bonus to ship warp core strength

Minmatar Carrier bonuses (per skill level):

  • 5% bonus to Fighter velocity
  • 10% bonus to Stasis Webification Burst Projector effectiveness
  • 3+ bonus to ship warp core strength

Use

Offensively, supercarriers are a powerful anti-capital ship asset. With a large number of Heavy Fighter flights deployed, capital ships take a brutal assault when swarmed by them. Carriers and dreadnaughts fall quickly to a supercarrier, while a similar supercarrier or titan may take longer.

In addition to the massive damage Heavy Fighters offer, supercarriers are able to support their fleet through various types of Burst Projectors. These modules give suppercarriers the ability to apply electronic and capacitor warfare effects in an area of effect while at range.

When it is possible to effectively defend them (which typically requires a supercapital fleet available as backup and bringing in that fleet more difficult after the September 2019 cyno changes due to the necessity of an alt on standby with a Tech II ship for the purpose rather than having the module fit to the supercarrier), supercarriers can provide some of the highest income possible in NullSec by running combat anomalies for NPC kill bounties.

Weaknesses

Supercarriers' defining offensive weapons are Heavy Fighters, which are very effective against structures, other capitals and large subcapitals like battleships, but they will have a hard time applying damage to anything smaller.

While supercarriers have very high warp core strength, they can still be prevented from warping by interdiction bubbles, mobile warp disruption fields, warp disruption field generators, or simply a large enough number of conventional warp disruptors and warp scramblers.

Previously, a supercarrier was at its most vulnerable while under construction. To construct a supercarrier, a capital ship assembly array would have to have been anchored and deployed within a POS shield, inside a system where the owner holds sovereignty. The construction time on supercapitals is very long and an occupied CSAA would have made a tempting strategic target for enemy alliances. However, citadels are much easier to defend than starbases, especially XL ones such as the Sotiyo, the only one that is capable of constructing supercapital ships. It is no longer practical to cripple an alliance's supercapital fleet by shutting down production because this would require bringing capital fleets into hostile space for multiple timers, which the defenders would consider to be of the utmost priority.