Difference between revisions of "Maulus 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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| shipid=37456
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| shipimg=Maulus_Navy_Issue.jpg
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| shipname=Maulus Navy Issue
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| class=Frigate
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| grouping=Faction Frigates
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| hulltype=Maulus Class
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| faction=Gallente Federation
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| variations={{Ship|Keres}}<br>{{Ship|Maulus}}
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| tech=F
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| powergrid= 38 MW
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| cpu=150 tf
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| capacitor=330 GJ
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| highs= 3
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| turrets=2
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| launchers=0
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| mediums=3
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| lows=4
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| mass=1,063,000 kg
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| volume=23,000 m³
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| cargohold=275 m³
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| extraholdtype=
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| extrahold=
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| dronebay=50 m³
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| bandwidth=25 Mbit/sec
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| quote= Whoever started it, we'll be sure to finish it.
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| quote_attribution= Unknown Gallente soldier
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| info= The Maulus Navy Issue is the result of the Federation Navy's decision to pivot towards increased support for their Capsuleer allies in the contested low-security constellations across Black Rise and Placid. Borrowing innovative concepts from local pirate bands, Gallente engineers developed a ship capable of extremely powerful warp scrambling alongside respectable combat abilities.
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| bonuses= <b>Gallente Frigate bonuses (per skill level):</b><br>
 +
10% bonus to Drone hitpoints and tracking speed<br>
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10% bonus to Warp Scrambler optimal range<br>
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<b>Misc bonus:</b><br>
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2+ scramble strength to all Warp Scramblers<br>
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• Maulus Navy Issue bonuses do not apply to Warp Disruptors
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| structurehp=550 HP
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| armorhp=525 HP
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| armorem=50
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| armortherm=35
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| armorkin=35
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| armorexp=10
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| shieldhp=400 HP
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| shieldem=0
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| shieldtherm=20
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| shieldkin=40
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| shieldexp=50
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| maxvelocity= 325 m/sec
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| inertia=3.35
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| warpspeed=5 AU/s
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| warptime=4.94 s
  
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| targetrange=64.50 km
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| maxlockedtargets=5
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| sigradius=40 m
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| scanres=520 mm
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| sensortype=Magnetometric
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| sensorvalue=16 points
* format below and edit only the values (after the = sign).
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| reqskills= * {{RequiredSkill|Gallente Frigate|II}}
| shipid=
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** {{RequiredSkill|Spaceship Command|I}}
| shipimg=Maulus.jpg
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| totaltraintime=25m
| shipname=Maulus Navy Issue
 
| caption=Maulus Navy Issue
 
| class=Frigate
 
| grouping=Faction Frigates
 
| hulltype=Maulus Class
 
| faction=Gallente Federation
 
| race=Gallente
 
| roles=Electronic Warfare
 
| variations={{Ship|Keres}}<br>{{Ship|Maulus}}
 
| tech=F
 
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
| powergrid=35 MW
 
| cpu=150 tf
 
| capacitor=330 GJ
 
| highs=2
 
| turrets=2
 
| launchers=0
 
| mediums=3
 
| lows=4
 
| mass=1,063,000 kg
 
| volume=23,000 m&#179;
 
| cargohold=275 m&#179;
 
| extrahold=
 
| extraholdtype=
 
| dronebay=50 m&#179;
 
| bandwidth=25 Mbit/sec
 
| info=The Maulus Navy Issue is the result of the Federation Navy's decision to pivot towards increased support for their Capsuleer allies in the contested low-security constellations across Black Rise and Placid. Borrowing innovative concepts from local pirate bands, Gallente engineers developed a ship capable of extremely powerful warp scrambling alongside respectable combat abilities.
 
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to Drone hitpoints and tracking speed<br>10% bonus to Warp Scrambler optimal range<br><b>Misc bonus:</b><br>2+ scramble strength to all Warp Scramblers<br>• Maulus Navy Issue bonuses do not apply to Warp Disruptors<br>
 
| structurehp=550 HP
 
| shieldhp=400 HP
 
| shieldem=0
 
| shieldexp=50
 
| shieldkin=40
 
| shieldtherm=20
 
| armorhp=525 HP
 
| armorem=50
 
| armorexp=10
 
| armorkin=35
 
| armortherm=35
 
| maxvelocity=315 m/sec
 
| inertia=3.35
 
| warpspeed=5 AU/s
 
| warptime=4.94 s
 
| targetrange=64.50 km
 
| sigradius=40 m
 
| maxlockedtargets=5
 
| sensortype=Magnetometric
 
| sensorvalue=16 points
 
| scanres=520 mm
 
| reqskills=*{{RequiredSkill|Gallente Frigate|II}}
 
**{{RequiredSkill|Spaceship Command|I}}
 
  
| totaltraintime=25m 0s
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| wikireferences=
| forumlinks=
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==Summary==
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== Summary ==
{{cleanup|additional combat capabilities were added to this frigate}}
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The Maulus Navy Issue trades the Remote Sensor Dampener bonuses from the [[Maulus]] for the drone bonuses from the [[Tristan]] and adds an extensive boost to Warp Scrambler range and strength. The Navy Issue version of the Maulus can, like the [[Tristan]], field a full flight of light drones and has the capacity in the drone bay for a total of ten light drones.
The Maulus is the Gallente EWAR frigate, and has bonuses to sensor dampening. It has 4 mid and 3 low slots, plus a larger-than-normal drone bay. The Maulus can be fit with 3 damps and a propulsion module in the mids, with a small armor tank, damage control and a speed module in the lows. Performance can be enhanced by using scripts.
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 +
== Skills ==
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As with the [[Tristan]], you should focus on training drone skills to be effective with the Maulus Navy Issue. Train {{sk|Drones|V}} in order to field 5 drones and train {{sk|Light Drone Operation|V}} so that you can field the Tech II light drones. Add {{sk|Drone Interfacing|IV}} to increase the damage of your drones, {{sk|Drone Avionics|V}} to increase your drone control range, and {{sk|Drone Durability|IV}} to further increase drone hitpoints. A ''Racial'' Drone Specialisation such as {{sk|Gallente Drone Specialization|III}} is highly recommended - III is a very short train. Consider Gallente first as their heavy damage can end fights quickly, but also Minmatar as Warrior II drones are best against very fast targets, but have lighter damage.
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You want to further increase the damage of your drones using weapon upgrades in the low-slots, if possible. The Tech 1 Drone Damage Amplifier I (T1 DDA) module requires {{sk|Weapon Upgrades|I}} and {{sk|Drones|I}}, and both to IV for the Tech 2 DDA. You can change the order in which you train these skills, however T2 Drones and Drone Damage Amplifiers ({{sk|Weapon Upgrades|IV}}) are significantly better than their T1 counterparts, and both carry no fitting overhead.
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Secondly, should you be kite fitting as recommended, you will want navigation bonuses. These include the basic {{sk|Navigation|IV}} which provides a flat boost to speed on grid, a propulsion module (ie {{sk|High Speed Maneuvering|III}} for MWD), and {{sk|Acceleration Control|III}} to improve the module, and {{sk|Evasive Maneuvering|III}} to be able to turn away from the opponent. Other valuable skills are {{sk|Propulsion Jamming|II}} to be able to use the longer range of the Warp Scrambler II, and either {{sk|Shield Upgrades|IV}} for a Tech II shield tank, or {{sk|Hull Upgrades|V}} for a Tech II armor tank, both of which are (as with drones) significantly better than the Tech I versions.
  
==Skills==
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Skills used typically on the [[Maulus]] (such as [[Skills:Electronic Systems#Frequency Modulation|Frequency Modulation]] ) are not as necessary on the Maulus Navy Issue as the ship has no bonuses to electronic warfare. However, if you have been flying the [[Maulus]] previously and have {{sk|Electronic Warfare|IV}}, consider training {{sk|Advanced Drone Avionics|I}} to field a flight of Caldari Hornet EC-300 electronic warfare drones (this presumes you have already trained in to {{sk|Drones|V}} as well).
{{cleanup|additional combat capabilities were added to this frigate}}
 
[[Skills:Navigation#Acceleration_Control|Acceleration Control]] II<br>
 
[[Skills:Navigation#Afterburner|Afterburner]] III<br>
 
[[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] I<br>
 
[[Skills:Engineering#Capacitor Management|Capacitor Management]] III<br>
 
[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] III<br>
 
[[Skills:Drones#Combat_Drone_Operation|Combat Drone Operation]] III<br>
 
[[Skills:Engineering#CPU_Management|CPU Management]] IV<br>
 
[[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]] III<br>
 
[[Skills:Drones#Drones|Drones]] III<br>
 
[[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]] I<br>
 
[[Skills:Electronic_Systems#Electronic_Warfare|Electronic Warfare]] III<br>
 
[[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] II<br>
 
[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]] III<br>
 
[[Skills:Navigation#Fuel_Conservation|Fuel Conservation]] III<br>
 
[[Skills:Spaceship_Command#Gallente_Frigate|Gallente Frigate]] IV<br>
 
[[Skills:Gunnery#Gunnery|Gunnery]] III<br>
 
[[Skills:Armor#Hull_Upgrades|Hull Upgrades]] III<br>
 
[[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] III<br>
 
[[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] III<br>
 
[[Skills:Armor#Mechanics|Mechanics]] III<br>
 
[[Skills:Gunnery#Motion_Prediction|Motion Prediction]] III<br>
 
[[Skills:Navigation#Navigation|Navigation]] III<br>
 
[[Skills:Gunnery#Rapid_Firing|Rapid Firing]] III<br>
 
[[Skills:Drones#Scout_Drone_Operation|Scout Drone Operation]] III<br>
 
[[Skills:Electronic_Systems#Sensor_Linking|Sensor Linking]] III<br>
 
[[Skills:Gunnery#Sharpshooter|Sharpshooter]] III<br>
 
[[Skills:Targeting#Signature_Analysis|Signature Analysis]] III<br>
 
[[Skills:Gunnery#Small_Hybrid_Turret|Small Hybrid Turret]] III<br>
 
[[Skills:Targeting#Target_Management|Target Management]] III<br>
 
[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] III<br>
 
  
==Fitting==
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== Tactics ==
{{cleanup|additional combat capabilities were added to this frigate}}
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As mentioned above, the Maulus Navy Issue is most often compared to the [[Tristan]] and can be thought of as a sort of "Super Tristan." Trading a high slot (which Kiting versions of the Tristan seldom used) for an additional low slot adds some additional options, as a Maulus Navy Issue could fit a speed modification, an Ancillary Armor Repairer, or something like that. The Maulus Navy Issue does not have the speed of the standard [[Maulus]] but is no worse than the [[Tristan]] so many of the same kiting tactics that apply to the [[Tristan]] are also applicable to the Maulus Navy Issue.
{{ShipFitting
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| ship=Maulus
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However, do not overlook the other major bonus of the Maulus Navy Issue: the bonus to both Warp Scrambler optimal range and strength. With a Warp Scrambler II fitted and [[Skills:Spaceship Command#Gallente Frigate|Gallente Frigate]] V the Maulus Navy Issue has an optimal scram range of 13km without overheating, which can serve as quite a shock to that [[Dramiel]] pilot who may have wandered too close to you. This makes the Maulus Navy Issue much more potent against those ships who wish to kite you than the [[Tristan]]. Note that this ability is restricted to a Warp Scrambler, so it makes little sense to equip this ship with a Warp Disruptor. The extra strength of the Warp Scrambler can be used to tackle targets that have additional Warp Core Stabilizers or who posses built-in warp core stabilization.
| shipTypeID=609
+
 
| fitName=Fleet T1 Range
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This tackle ability also gives the Maulus Navy Issue an additional role in a small fleet or gatecamp as long range tackle. But have care as this doesn't give the same capability as the similar range bonus on the [[Ares]]: even with a Microwarp Drive the average Maulus Navy Issue pilot will still likely be about 750 km - 1000 km per second slower than an Interceptor (and indeed that is if the Maulus Navy Issue is fitted for speed, and not damage or tank). None the less, in the fleet support role this ability to scram a target at such ranges is very helpful, and can serve as a counter to different Kiting doctrines. Bear in mind that while this bonus can also be used to disable microwarpdrives of kiting ships or interceptors, for this purpose the [[Keres]] gains up to a 25% higher bonus to Scrambler range.
| fitID=Fleet-T1-Range
 
| low1name=Damage Control I
 
| low1typeID=2046
 
| low2name=Nanofiber Internal Structure I
 
| low2typeID=2603
 
| low3name=Mark I Generator Refitting: Capacitor Power Relay
 
| low3typeID=8177
 
| mid1name=Upgraded 1MN Microwarpdrive I
 
| mid1typeID=5971
 
| mid2name=Low Frequency Sensor Suppressor I, Targeting Range Dampening Script
 
| mid2typeID=5299
 
| charge1name=Targeting Range Dampening Script x1
 
| charge1typeID=29015
 
| mid3name=Low Frequency Sensor Suppressor I, Targeting Range Dampening Script
 
| mid3typeID=5299
 
| mid4name=Low Frequency Sensor Suppressor I, Targeting Range Dampening Script
 
| mid4typeID=5299
 
| high1name=Drone Link Augmentor I
 
| high1typeID=23527
 
| high2name=Drone Link Augmentor I
 
| high2typeID=23527
 
| rig1name=Small Particle Dispersion Projector I
 
| rig1typeID=31298
 
| rig2name=Small Particle Dispersion Projector I
 
| rig2typeID=31298
 
| rig3name=Small Ionic Field Projector I
 
| rig3typeID=31274
 
| drone1name=Warrior I x6
 
| drone1typeID=2486
 
| charge2name=Scan Resolution Dampening Script x3
 
| charge2typeID=29013
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=These are force multipliers in a fleet. Stay far off the fight, like 50+km. No need to tech2 fit anything.</li><li>Range damp the enemy logi and ewar that is far away. </li><li>Scan Res damp enemy logi that are in close to their fleet. </li><li>Warp off anytime you get redboxed. </li><li>The drones are just to whore on killmails, don't worry about them.  
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=PHOEBE 1.0
 
| showTOC=Y
 
| shipDNA=609:2046;1:2603;1:8177;1:5971;1:5299;3:29015;1:23527;2:31298;2:31274;1:2486;6:29013;3::
 
| fleetup=
 
}}{{ShipFitting
 
| ship=Maulus
 
| shipTypeID=609
 
| fitName=Armor Fleet
 
| fitID=Armor-Fleet
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Energized Adaptive Nano Membrane II
 
| low2typeID=11269
 
| low3name=200mm Reinforced Steel Plates II
 
| low3typeID=20347
 
| mid1name=Limited 1MN Microwarpdrive I
 
| mid1typeID=5973
 
| mid2name=Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script
 
| mid2typeID=5302
 
| charge1name=Scan Resolution Dampening Script x4
 
| charge1typeID=29013
 
| mid3name=Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script
 
| mid3typeID=5302
 
| mid4name=Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script
 
| mid4typeID=5302
 
| high1name=125mm Gatling AutoCannon II, Republic Fleet EMP S
 
| high1typeID=2873
 
| charge2name=Republic Fleet EMP S x1
 
| charge2typeID=21898
 
| high2name=125mm Gatling AutoCannon II, Republic Fleet EMP S
 
| high2typeID=2873
 
| rig1name=Small Trimark Armor Pump I
 
| rig1typeID=30987
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| rig3name=Small Trimark Armor Pump I
 
| rig3typeID=30987
 
| drone1name=Hobgoblin II x6
 
| drone1typeID=2456
 
| charge3name=Targeting Range Dampening Script x3
 
| charge3typeID=29015
 
| charge4name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=Great for armor frig/dessie roams. Stay with your logi, apply damps to enemy logi and follow the primary with your drones.</li><li>If fighting a cruiser or larger, scan res damps will really mess up their day.</li><li>Switch out the MWD for an AB if its an AB fleet.</li><li>The autocannons are just for shooting drones/whoring on kills. Not necessary.
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=PHOEBE 1.0
 
| showTOC=Y
 
| shipDNA=609:2048;1:11269;1:20347;1:5973;1:5302;3:29013;4:2873;2:21898;1:30987;3:2456;6:29015;3:12618;1::
 
| fleetup=
 
}}
 
  
==Tactics==
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== Notes ==
{{cleanup|additional combat capabilities were added to this frigate}}
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* The MNI has space in the drone bay for a ''full'' spare set of drones, making a total capacity of ten light drones. This is two more than the Tristan's set of 8.
Choosing to fly a Maulus means a real dedication to electronic warfare in a PvP fleet. Damping the sensors of enemy ships is as or more effective than mitigating damage.  Being able to tank incoming fire is never as effective as not taking any because the enemy simply can't lock on target!
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* With no weapon damage bonuses, the MNI invites cross-trained pilots to consider fits involving lasers or projectile turrets rather than hybrids; the high slots can also be fitted with energy neutralizers.
  
The real power of Sensor Damps comes in fleet fights. Typically enemy logistics ships will be "at range" away from the fight so that your fleet cannot shoot at them. Applying Sensor Damps with Targeting Range scripts to those logi ships forces them to stay closer to the fight so that they can lock their fleetmates. Range Dampening other enemy ewar (like Blackbirds) is also highly effective, as they will usually be at range too. Scan Resolution scripts are great for Scan Res dampening enemy logi that are in close to the fight. These are usually very tanky ships (like Guardians), and Scan Res damps will slow the speed at which they can lock their fleetmates to rep them, giving your fleet a significant edge.
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== Patch History ==
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{{Expansion past
 +
|'''2024-11-26''' Version 22.02 Release 2024-11-26.1 [https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes]
 +
* Highslots increased from 2 to 3
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* Powergrid increased from 35MW to 38MW
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* Max Velocity incrased from 315m/s to 325m/s
 +
}}
  
In a fleet don't try to fly solo. Try to remain close to your logi and damp out of the enemy. Keep your distance from the enemy! If you start seeing yellow boxes on your overview, align out. If they turn red, warp off and come back to the fight at range.
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{{ShipsMatrix|expgroup= frigates}}
  
==Notes==
 
{{cleanup|additional combat capabilities were added to this frigate}}
 
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
 
  
{{ShipsMatrix}}
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[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
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[[Category:Faction Frigates]]
[[Category:WikiContest]]
 

Latest revision as of 17:26, 26 November 2024

EVE University Database
 
Ship Database
Maulus Navy Issue
CornerTFh.png
Maulus Navy Issue
Gallente Federation
Gallente Federation
Faction Frigates
Maulus Class
RELATED UNI-WIKI REFERENCES
Whoever started it, we'll be sure to finish it.
– Unknown Gallente soldier


The Maulus Navy Issue is the result of the Federation Navy's decision to pivot towards increased support for their Capsuleer allies in the contested low-security constellations across Black Rise and Placid. Borrowing innovative concepts from local pirate bands, Gallente engineers developed a ship capable of extremely powerful warp scrambling alongside respectable combat abilities.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
10% bonus to Drone hitpoints and tracking speed
10% bonus to Warp Scrambler optimal range
Misc bonus:
2+ scramble strength to all Warp Scramblers
• Maulus Navy Issue bonuses do not apply to Warp Disruptors

Required Skills
Training Time what's this?
25m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Keres
Keres.jpg
CornerT2s.png
Keres
Electronic Attack Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png5 Icon low slot.png3
Icon powergrid.png33 MW Icon cpu.png205 tf
Icon velocity.png350 m/sec
Icon capacity.png175 m³

Maulus
Maulus.jpg
Maulus
Standard Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png28 MW Icon cpu.png230 tf
Icon velocity.png375 m/sec
Icon capacity.png275 m³

Ship Attributes

Fittings
Powergrid
powergrid
38 MW
CPU
cpu output
150 tf
Capacitor
capacitor
330 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
3
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
325 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
50 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.50 km
Max Locked Targets
max. locked targets
5
Magnetometric Sensor
Magnetometric sensor strength
16 points
Sig. Radius
signature radius
40 m
Scan Res.
scan resolution
520 mm
Structure
Structure Hitpoints
structure hitpoints
550 HP
Mass
ship mass
1,063,000 kg
Volume
ship volume
23,000 m³
Cargo Capacity
cargo capacity
275 m³
Armor
Armor Hitpoints
armor hitpoints
525 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Maulus Navy Issue trades the Remote Sensor Dampener bonuses from the Maulus for the drone bonuses from the Tristan and adds an extensive boost to Warp Scrambler range and strength. The Navy Issue version of the Maulus can, like the Tristan, field a full flight of light drones and has the capacity in the drone bay for a total of ten light drones.

Skills

As with the Tristan, you should focus on training drone skills to be effective with the Maulus Navy Issue. Train Drones V in order to field 5 drones and train Light Drone Operation V so that you can field the Tech II light drones. Add Drone Interfacing IV to increase the damage of your drones, Drone Avionics V to increase your drone control range, and Drone Durability IV to further increase drone hitpoints. A Racial Drone Specialisation such as Gallente Drone Specialization III is highly recommended - III is a very short train. Consider Gallente first as their heavy damage can end fights quickly, but also Minmatar as Warrior II drones are best against very fast targets, but have lighter damage.

You want to further increase the damage of your drones using weapon upgrades in the low-slots, if possible. The Tech 1 Drone Damage Amplifier I (T1 DDA) module requires Weapon Upgrades I and Drones I, and both to IV for the Tech 2 DDA. You can change the order in which you train these skills, however T2 Drones and Drone Damage Amplifiers (Weapon Upgrades IV) are significantly better than their T1 counterparts, and both carry no fitting overhead.

Secondly, should you be kite fitting as recommended, you will want navigation bonuses. These include the basic Navigation IV which provides a flat boost to speed on grid, a propulsion module (ie High Speed Maneuvering III for MWD), and Acceleration Control III to improve the module, and Evasive Maneuvering III to be able to turn away from the opponent. Other valuable skills are Propulsion Jamming II to be able to use the longer range of the Warp Scrambler II, and either Shield Upgrades IV for a Tech II shield tank, or Hull Upgrades V for a Tech II armor tank, both of which are (as with drones) significantly better than the Tech I versions.

Skills used typically on the Maulus (such as Frequency Modulation ) are not as necessary on the Maulus Navy Issue as the ship has no bonuses to electronic warfare. However, if you have been flying the Maulus previously and have Electronic Warfare IV, consider training Advanced Drone Avionics I to field a flight of Caldari Hornet EC-300 electronic warfare drones (this presumes you have already trained in to Drones V as well).

Tactics

As mentioned above, the Maulus Navy Issue is most often compared to the Tristan and can be thought of as a sort of "Super Tristan." Trading a high slot (which Kiting versions of the Tristan seldom used) for an additional low slot adds some additional options, as a Maulus Navy Issue could fit a speed modification, an Ancillary Armor Repairer, or something like that. The Maulus Navy Issue does not have the speed of the standard Maulus but is no worse than the Tristan so many of the same kiting tactics that apply to the Tristan are also applicable to the Maulus Navy Issue.

However, do not overlook the other major bonus of the Maulus Navy Issue: the bonus to both Warp Scrambler optimal range and strength. With a Warp Scrambler II fitted and Gallente Frigate V the Maulus Navy Issue has an optimal scram range of 13km without overheating, which can serve as quite a shock to that Dramiel pilot who may have wandered too close to you. This makes the Maulus Navy Issue much more potent against those ships who wish to kite you than the Tristan. Note that this ability is restricted to a Warp Scrambler, so it makes little sense to equip this ship with a Warp Disruptor. The extra strength of the Warp Scrambler can be used to tackle targets that have additional Warp Core Stabilizers or who posses built-in warp core stabilization.

This tackle ability also gives the Maulus Navy Issue an additional role in a small fleet or gatecamp as long range tackle. But have care as this doesn't give the same capability as the similar range bonus on the Ares: even with a Microwarp Drive the average Maulus Navy Issue pilot will still likely be about 750 km - 1000 km per second slower than an Interceptor (and indeed that is if the Maulus Navy Issue is fitted for speed, and not damage or tank). None the less, in the fleet support role this ability to scram a target at such ranges is very helpful, and can serve as a counter to different Kiting doctrines. Bear in mind that while this bonus can also be used to disable microwarpdrives of kiting ships or interceptors, for this purpose the Keres gains up to a 25% higher bonus to Scrambler range.

Notes

  • The MNI has space in the drone bay for a full spare set of drones, making a total capacity of ten light drones. This is two more than the Tristan's set of 8.
  • With no weapon damage bonuses, the MNI invites cross-trained pilots to consider fits involving lasers or projectile turrets rather than hybrids; the high slots can also be fitted with energy neutralizers.

Patch History