Difference between revisions of "Dreadnoughts"
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'''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module, which has the following effects when activated: | '''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module, which has the following effects when activated: | ||
Revision as of 03:48, 27 January 2017
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- See also: Capital Ships
Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module, which has the following effects when activated:
- 150% Torpedo velocity bonus
- 80% bonus to XL Launcher rate of fire
- 165% missile damage bonus (Tech II: 200%)
- 700% turret damage bonus (Tech II: 840%)
- -100% maximum velocity
- 100% shield booster/armor repairer amount bonus
- -50% shield booster/armor repairer duration
- 60% sensor dampener resistance bonus (Tech II: 70%)
- 80% remote assistance impedance
- 60% weapon disruption resistance bonus (Tech II: 70%)
- 100% remote repair impedance
The siege module's cycle time is 5 minutes, and it requires 250 - (level of Tactical Weapon Reconfiguration * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.