Difference between revisions of "Dreadnoughts"
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+ | {{stub}} | ||
+ | {{cleanup}} | ||
+ | {{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 (<span style="color:yellow">Tech II: 200%</span>) | ||
+ | * 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>) | ||
+ | * -100% maximum velocity | ||
+ | * 100% shield booster/armor repairer amount bonus | ||
+ | * -50% shield booster/armor repairer duration | ||
+ | * 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>) | ||
+ | * 80% remote assistance impedance | ||
+ | * 60% weapon disruption resistance bonus (<span style="color:yellow">Tech II: 70%</span>) | ||
+ | * 100% remote repair impedance | ||
+ | |||
+ | The siege module's cycle time is 5 minutes, and it requires 250 - (level of {{sk|Tactical Weapon Reconfiguration|icon=yes}} * 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. | ||
+ | |||
+ | * {{icon|amarr2|22|Amarr}}[[Revelation]] | ||
+ | * {{icon|caldari2|22|Caldari}}[[Phoenix]] | ||
+ | * {{icon|gallente2|22|Gallente}}[[Moros]] | ||
+ | * {{icon|minmatar2|22|Minmatar}}[[Naglfar]] | ||
+ | * {{icon|isis serpentis|22}}[[Vehement]] | ||
+ | |||
+ | [[Category:Ships]] |
Revision as of 15:11, 3 May 2018
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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.