Difference between revisions of "Drake Navy Issue"

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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 : 03.28.2013)
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* SHIP ATTRIBUTES SECTION (last update : 2023-11-14)
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* on editing the attributes, please make sure that you don't  
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* on editing the attributes, please make sure that you don't  
* leave/misstype any tags required. please follow the same  
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* leave/mistype any tags required. please follow the same  
* format below and edit only the values (after the = sign).
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* format below and edit only the values (after the = sign).
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|shipid=33153
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|shipid=33153
|shipimg=Drake Navy Issue.jpg
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|shipimg=Drake Navy Issue.jpg
|shipname=Drake Navy Issue
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|shipname=Drake Navy Issue
|caption=Drake Navy Issue
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|caption=Drake Navy Issue
|class=Battlecruiser
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|class=Battlecruiser
|grouping=Faction Battlecruisers
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|grouping=Faction Battlecruisers
|hulltype=Drake Class
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|hulltype=Drake Class
|faction=Caldari State
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|faction=Caldari State
|race=Caldari
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|race=Caldari
|roles=Combat Battlecruiser
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|variations={{Ship|Drake}}, {{Ship|Nighthawk}}, {{Ship|Alligator}}
|variations={{Ship|Drake}}
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|tech=F
|tech=F
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+
|powergrid=950 MW
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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|cpu=550 tf
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|capacitor=2,500 GJ
|powergrid=900 MW
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|highs=8
|cpu=550 tf
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|turrets=0
|capacitor=2,500 GJ
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|launchers=7
|highs=8
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|mediums=6
|turrets=0
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|lows=4
|launchers=8
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|mediums=6
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|mass= 13,500,000 kg
|lows=4
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|volume=252,000
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|cargohold=450
|mass=13,329,000 kg
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|volume=252,000 m&#179;
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|dronebay=75 m³
|cargohold=450 m&#179;
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|bandwidth=50 Mbit/sec
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|dronebay=25 m&#179;
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|info= After the resounding success tied to the launch of the Drake-class Battlecruiser, the Caldari Navy signed up a massive order to acquire a specific version for its own arsenals. The outcome, the Drake Navy Issue, while sharing a similar look with its step-father, serves a completely different purpose on the battlefield. Being more mobile, able to project missiles more effectively at range, against smaller targets and on a wider selection of damage types, this ship is ideal to support small scale conflicts and raids.
|bandwidth=25 Mbit/sec
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+
|bonuses= '''Caldari Battlecruiser skill bonus per level:'''<br>
|info=After the resounding success tied to the launch of the Drake-class Battlecruiser, the Caldari Navy signed up a massive order to acquire a specific version for its own arsenals. The outcome, the Drake Navy Issue, while sharing a similar look with its step-father, serves a completely different purpose on the battlefield. Being more mobile, able to project missiles more effectively at range, against smaller targets and on a wider selection of damage types, this ship is ideal to support small scale conflicts and raids.
+
10% bonus to Heavy Missile and Heavy Assault Missile damage<br>
+
5% bonus to Heavy Missile and Heavy Assault Missile explosion radius<br>
|bonuses=<b>Traits:</b><br><b>Caldari Battlecruiser skill bonus per level:</b><br>10% bonus to Heavy Assault and Heavy Missile Velocity<br>5% bonus to Heavy Assault and Heavy Missile explosion radius per level<br><br><b>Role Bonus:</b><br>Can fit Warfare Link modules
+
'''Role Bonus:'''<br>
+
•&nbsp;Can use one Command Burst module<br>
|structurehp=5,625 HP
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50% bonus to Command Burst area of effect range<br>
|shieldhp=7,875 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
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25% bonus to Missile velocity<br>
|armorhp=4,875 HP |armorem=50 |armorexp=10 |armorkin=25 |armortherm=45
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+
|structurehp=5,625 HP
|maxvelocity=150 m/s
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|shieldhp=8,250 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
|inertia=0.64
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|armorhp=4,875 HP |armorem=50 |armorexp=10 |armorkin=25 |armortherm=45
|warpspeed=3 AU/s
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|warptime=? s
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|maxvelocity=180 m/s
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|inertia=0.53
|targetrange=60 km
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|warpspeed=3.5 AU/s
|sigradius=295 m
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|warptime=9.92 s
|maxlockedtargets=8
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|sensortype=Gravimetric
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|targetrange=70 km
|sensorvalue=23 points
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|sigradius=295 m
|scanres=195 mm
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|maxlockedtargets=8
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|sensortype=Gravimetric
|reqskills=*Caldari Battlecruiser I<small>50m</small>
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|sensorvalue=23 points
**Spaceship Command III<small>3h 39m</small>
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|scanres=195 mm
**Caldari Cruiser III<small>22h 13m</small>
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**Spaceship Command II<small>38m</small>
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|reqskills=* {{RequiredSkill|Caldari Battlecruiser|II}}
***Caldari Destroyer III<small>8h 53m</small>
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** {{RequiredSkill|Caldari Cruiser|III}}
****Caldari Frigate III<small>8h 53m</small>
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*** {{RequiredSkill|Caldari Destroyer|III}}
*****Spaceship Command I<small>8m</small>
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**** {{RequiredSkill|Caldari Frigate|III}}
|totaltraintime=1d 21h 14m
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***** {{RequiredSkill|Spaceship Command|I}}
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*** {{RequiredSkill|Spaceship Command|II}}
|forumlinks=
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** {{RequiredSkill|Spaceship Command|III}}
|wikireferences=
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|totaltraintime= 1d 21h 14m
|externallinks=[http://wiki.eveonline.com/en/wiki/Drake_Navy_Issue Drake Navy Issue on Eve Online Wiki]<br>
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|forumlinks=
|highlights1=Warfare Link Bonus
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|wikireferences=
|highlights2=High Amount of High Slots
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|externallinks=
|highlights3=
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|highlights4=
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|highlights1= Command Bursts
 +
|highlights2= High Amount of High Slots
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|highlights3=
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|highlights4=
  
 
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==Summary==
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== Summary ==
Introduced with the Odyssey expansion, the Drake Navy Issue (aka the DNI) is the faction version of the hugely popular Drake battlecruiser. It loses the Drake's resistance and kinetic damage bonuses in favor of more shield, two more launcher slots, and bonuses to missile velocity and explosion radius. The resistance swap for shield size slightly favors the DNI and improves with skills, but what really changes is the way the DNI engages targets. It gains a huge range boost, targeting and hitting targets past 70km with lvl 4 skills and heavy missiles. It does approximately the same amount of damage as the vanilla Drake, but now uses a variety of mission-specific missiles (which gives it equivalent DPS to ''all'' rats, not just kinetic-vulnerable ones) and deals much better with frigates. It's also faster and more agile due to weight loss.
+
Introduced with the Odyssey expansion, the '''Drake Navy Issue''' (aka the '''DNI''') is the faction version of the hugely popular Drake battlecruiser. It loses the Drake's resistance and kinetic damage bonuses in return for more raw shield hitpoints, one more launcher slots, and an explosion radius bonus which helps it to apply its damage.
  
However, you lose the high utility slot and your wrecks are going to be more spread out (because you engaged them further away), so a new DNI owner will probably stop self-looting their L3 missions in favor of completing them faster.
+
The resistance bonus swap for greater shield size slightly favors the DNI and improves with skills, while the bonus to damage application helps the DNI squash smaller targets and the move away from being locked in to a kinetic damage bonus lets pilots use mission-specific missiles. The DNI also faster and more agile, due to its lighter weight.
  
You can also equip your DNI with HAMs for a 100+ DPS increase at the expense of half your range, half your tank, and 10,000 EHP.
+
In PvE, the DNI is a good choice for blasting rapidly through Level 3 missions.
  
==Skills==
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In PvP, the DNI is mostly known as a ship used for brawling fleets in [[wormhole]] space. Wormhole mechanics favor heavy brawls, battlecruiser hulls have a good ratio of DPS potential to mass, and faction battlecruisers are less SP-intensive than command ships. The DNI's seven launchers and its application and range bonuses, mitigating the primary drawbacks of Heavy Assault Missiles, give it tremendous offensive power. Its large buffer tank is difficult to break without a similar composition or capital ships, particularly when backed by Tech 2 [[logistics]] ships, most typically the [[Basilisk]].
*'''[[Skills:Spaceship Command#Caldari Battlecruiser|Caldari Battlecruiser]]''' to at least IV to take advantage of the Drake Navy Issue's strong damage application.
 
*'''[[Skills:Missiles#Heavy Missiles|Heavy Missiles]] V, [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]] V''', and '''[[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]]''' to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.
 
*'''[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|Warhead Upgrades]]''', skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
 
*Along with the requisite '''[[Skills:Engineering#Engineering|Engineering]]''' and '''[[Skills:Electronics#Electronics|Electronics]]''' skills required for adequately fitting most ships. '''[[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Gunnery#Advanced Weapon upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems.
 
*'''[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronics#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module.
 
*'''[[Skills:Missiles#Missile Projection|Missile Projection]]''' and '''[[Skills:Missiles#Missile Bombardment|Missile Bombardment]]''' to at least IV and ideally V to maximize the range at which all missiles travel.
 
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 25m<sup>3</sup> drone bay as possible.
 
*Due to the Drake Navy Issue's inherent shield tanking ability, '''[[Skills:Shields#Shield Operation|Shield Operation]], [[Skills:Shields#Shield Management|Shield Management]]''', and '''[[Skills:Shields#Tactical_Shield_Manipulation|Tactical Shield Manipulation]]''' should be trained to at least IV to improve shield capacity, recharge rate and impenetrability.
 
*'''[[Skills:Shields#Shield_Upgrades|Shield Upgrades]]''' should be trained to IV to allow the use of T2 '''[[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]]''' and '''[[Shield_Tanking#Shield_Rechargers|Shield Rechargers]]'''.
 
*If you are using passive shield hardeners, '''[[Skills:Engineering#EM Shield Compensation|EM Shield Compensation]], [[Skills:Engineering#Thermic Shield Compensation|Thermic Shield Compensation]], [[Skills:Engineering#Kinetic Shield Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Engineering#Explosive Shield Compensation|Explosive Shield Compensation]]''' trained to level IV will further improve shield resistances. Note these skills have no impact on Adaptive Invulnerability Fields or other active hardeners.
 
*Shield Rigging 1 is necessary for the Medium Core Defense Field Purger I rig, and Launcher Rigging IV is necessary for a Medium Warhead Calefaction Catalyst II rig to improve DPS instead of tank.
 
*Finally, '''[[Skills:Mechanics#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.
 
  
==Fitting==
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== Skills ==
''No tagged fits for Drake Navy Issue.''
 
  
==Notes==
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As with any larger and more expensive ship, DNI pilots will want to have the relevant ship command skill at at least IV, together with strong general [[support skills]] and [[fitting skills]].
 +
 
 +
Pilots should aim to have Tech 2 shield tank modules and should ensure they have respectable shield skills.
 +
 
 +
For PvE, typical Level 3 mission fits use Heavy Missiles; if you don't already have Tech 2 HMs, at least train {{Sk|Heavy Missiles}} to IV and use Arbalest ([[Tech and meta levels|meta]] 4) launchers. If you plan on lots of L3s, and/or if you plan to step up to other ships which can use Heavy Missiles in PvE such as the [[Tengu]], it is well worth the further training for Tech 2 launchers. Support skills from the [[Skills:Missiles|missiles category]] have a big impact on the ship's performance and the DNI deserves to have them trained to at least IV.
 +
 
 +
For PvP, typical brawling fits use Heavy Assault Missiles. Having access to Tech 2 HAM launchers will be an immediate priority for PvP, as the extra edge provided by the specialization skill and (in some situations) Tech 2 ammunition can make a crucial difference.
 +
 
 +
== Tactics ==
 +
''No sub-article about Drake Navy Issue roles or piloting tactics. You can write them here.''
 +
 
 +
== Notes ==
 
''No notes for Drake Navy Issue.''
 
''No notes for Drake Navy Issue.''
  
{{ShipsMatrix}}
+
== Patch History ==
[[Category:Database]][[Category:Ship Database]][[Category:Faction Battlecruisers]]
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{{expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
 +
 
 +
[https://www.eveonline.com/news/view/patch-notes-for-october-2019-release Patch notes]
 +
 
 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
 
 +
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s)
 +
 
 +
'''March 2018 v.1.0 - Released 2018-03-20'''
 +
 
 +
[https://www.eveonline.com/news/view/patch-notes-for-march-2018-release Patch notes]
 +
 
 +
''We felt a big change was necessary to give this ship some new life and hope that a pivot towards pure offense will do the trick.''
 +
 
 +
* Caldari Battlecruiser bonus per level: 10% to Heavy Missile and Heavy Assault Missile damage (was 4% to shield resistances)
 +
* Launcher slot count reduced from 8 to 7 (-1)
 +
 
 +
'''Vanguard v.1.0 - Build: 974399 - Released 2015-09-29'''
 +
 
 +
[https://www.eveonline.com/news/view/patch-notes-for-vanguard Patch notes]
 +
 
 +
''The Navy Drake is getting a changed skill bonus, with the previous missile velocity bonus leaving to make room for the shield resistance bonus enjoyed by the T1 Drake. Extra powergrid and drones open up a lot of new options for this ship, and it's gaining some of the biggest mobility bonuses (making it the most agile of the Navy BCs).''
 +
 
 +
Caldari Battlecruiser skill bonuses:
 +
* 4% bonus to all Shield Resistances (Was missile velocity)
 +
* 5% bonus to Heavy Missile and Heavy Assault Missile explosion radius
 +
 
 +
Role Bonus:
 +
* 25% bonus to missile velocity
 +
* Can fit Warfare Link modules
 +
 
 +
* Slot layout: 8H, 6M, 4L, 8 Launchers
 +
* Fittings: 950 (+50) PWG, 550 CPU
 +
* Defense (shields / armor / hull) : 8250 (+375) / 4875 / 5625
 +
* Capacitor (amount / recharge rate / average cap per second): 2500 / 625s (-32.9) / 4 (+0.2)
 +
* Mobility (max velocity / agility / mass / align time): 180 (+30) / 0.53 (-0.11) / 13,500,000 (+171,000) / 9.92s (-1.91s)
 +
* Drones (bandwidth / bay): 50 (+25) / 75 (+50)
 +
* Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+10) / 195 / 8
 +
* Sensor strength: 23 Gravimetric
 +
* Signature radius: 295
 +
* Cargo capacity: 450
 +
 
 +
'''Odyssey v.1.0 - Build: 584903 - Released 2013-06-04'''
 +
 
 +
[https://www.eveonline.com/news/view/patch-notes-for Patch notes]
 +
 
 +
Ship introduced.
 +
 
 +
* Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level.
 +
* Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers.
 +
* Fittings: 900 PWG, 550 CPU.
 +
* Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625.
 +
* Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8.
 +
* Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s.
 +
* Drones (bandwidth / bay): 25 / 25.
 +
* Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8.
 +
* Sensor strength: 23 Gravimetric.
 +
* Signature radius: 295.
 +
}}
 +
 
 +
{{ShipsMatrix|expgroup=battlecruisers}}
 +
 
 +
[[Category:Ship Database]]
 +
[[Category:Faction Battlecruisers]]

Latest revision as of 13:18, 14 November 2023

EVE University Database
 
Ship Database
Drake Navy Issue
CornerTFh.png
Drake Navy Issue
Caldari State
Caldari State
Faction Battlecruisers
Drake Class
Highlight
Command Bursts
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

After the resounding success tied to the launch of the Drake-class Battlecruiser, the Caldari Navy signed up a massive order to acquire a specific version for its own arsenals. The outcome, the Drake Navy Issue, while sharing a similar look with its step-father, serves a completely different purpose on the battlefield. Being more mobile, able to project missiles more effectively at range, against smaller targets and on a wider selection of damage types, this ship is ideal to support small scale conflicts and raids.

SHIP BONUSES

Caldari Battlecruiser skill bonus per level:
10% bonus to Heavy Missile and Heavy Assault Missile damage
5% bonus to Heavy Missile and Heavy Assault Missile explosion radius
Role Bonus:
• Can use one Command Burst module
50% bonus to Command Burst area of effect range
25% bonus to Missile velocity

Required Skills
Training Time what's this?
1d 21h 14m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Drake
Drake.jpg
Drake
Standard Battlecruisers Drake Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (6/0) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png830 MW Icon cpu.png500 tf
Icon velocity.png150 m/sec
Icon capacity.png450 m³
, Nighthawk
Nighthawk.jpg
CornerT2s.png
Nighthawk
Command Ships Drake Class
Icon highlights.pngCan Use Command Burst modules
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (5/2) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,000 MW Icon cpu.png560 tf
Icon velocity.png150 m/sec
Icon capacity.png700 m³
, Alligator
?size=128&.png
Alligator
Pirate faction Battlecruisers Drake Class
Icon highlights.pngCommand Bursts
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (6/0) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png830 MW Icon cpu.png500tf
Icon velocity.png160 m/s
Icon capacity.png450  m3

Ship Attributes

Fittings
Powergrid
powergrid
950 MW
CPU
cpu output
550 tf
Capacitor
capacitor
2,500 GJ
High
high slots
8
Launchers
launcher slots
7
Turrets
turret slots
0
Medium
medium slots
6
Low
low slots
4
Rig
rigs
3
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
180 m/s
Inertia Modifier
inertia modifier (agility)
0.53
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
9.92 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
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70 km
Max Locked Targets
max. locked targets
8
Gravimetric Sensor
Gravimetric sensor strength
23 points
Sig. Radius
signature radius
295 m
Scan Res.
scan resolution
195 mm
Structure
Structure Hitpoints
structure hitpoints
5,625 HP
Mass
ship mass
13,500,000 kg
Volume
ship volume
252,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
4,875 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
8,250 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Introduced with the Odyssey expansion, the Drake Navy Issue (aka the DNI) is the faction version of the hugely popular Drake battlecruiser. It loses the Drake's resistance and kinetic damage bonuses in return for more raw shield hitpoints, one more launcher slots, and an explosion radius bonus which helps it to apply its damage.

The resistance bonus swap for greater shield size slightly favors the DNI and improves with skills, while the bonus to damage application helps the DNI squash smaller targets and the move away from being locked in to a kinetic damage bonus lets pilots use mission-specific missiles. The DNI also faster and more agile, due to its lighter weight.

In PvE, the DNI is a good choice for blasting rapidly through Level 3 missions.

In PvP, the DNI is mostly known as a ship used for brawling fleets in wormhole space. Wormhole mechanics favor heavy brawls, battlecruiser hulls have a good ratio of DPS potential to mass, and faction battlecruisers are less SP-intensive than command ships. The DNI's seven launchers and its application and range bonuses, mitigating the primary drawbacks of Heavy Assault Missiles, give it tremendous offensive power. Its large buffer tank is difficult to break without a similar composition or capital ships, particularly when backed by Tech 2 logistics ships, most typically the Basilisk.

Skills

As with any larger and more expensive ship, DNI pilots will want to have the relevant ship command skill at at least IV, together with strong general support skills and fitting skills.

Pilots should aim to have Tech 2 shield tank modules and should ensure they have respectable shield skills.

For PvE, typical Level 3 mission fits use Heavy Missiles; if you don't already have Tech 2 HMs, at least train Heavy Missiles to IV and use Arbalest (meta 4) launchers. If you plan on lots of L3s, and/or if you plan to step up to other ships which can use Heavy Missiles in PvE such as the Tengu, it is well worth the further training for Tech 2 launchers. Support skills from the missiles category have a big impact on the ship's performance and the DNI deserves to have them trained to at least IV.

For PvP, typical brawling fits use Heavy Assault Missiles. Having access to Tech 2 HAM launchers will be an immediate priority for PvP, as the extra edge provided by the specialization skill and (in some situations) Tech 2 ammunition can make a crucial difference.

Tactics

No sub-article about Drake Navy Issue roles or piloting tactics. You can write them here.

Notes

No notes for Drake Navy Issue.

Patch History