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{{cleanup}} | {{cleanup}} | ||
{{see also|Capital Ships}} | {{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 | '''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module. Currently following dreads exist in the game: | ||
* {{sh|Revelation}} | |||
* {{sh|Phoenix}} | |||
* {{sh|Moros}} | |||
* {{sh|Naglfar}} | |||
* {{sh|Vehement}} | |||
* {{sh|Chemosh}} | |||
* {{sh|Caiman}} | |||
==The Siege Module== | |||
The siege module exists is a T1 and T2 variant and has the following effects when activated: | |||
* 150% Torpedo velocity bonus | * 150% Torpedo velocity bonus | ||
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* 100% remote repair impedance | * 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. | 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. | ||
[[Category:Ships]] | [[Category:Ships]] | ||
Revision as of 10:13, 12 June 2019
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. Currently following dreads exist in the game:
The Siege Module
The siege module exists is a T1 and T2 variant and 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.