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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 (<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
This article should be cleaned up or improved. The reason is: unspecified
- 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.