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Capital ships: Difference between revisions

From EVE University Wiki
m Added a reference to the main page for each capital type.
Removed the exact stats of siege and triage from this page. They are on the pages for dreads and FAXs. No information was lost. Description slightly adapted so that people understand the role of those modules regarding the ship class.
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== Dreadnoughts ==
== Dreadnoughts ==
{{main|Dreadnoughts}}
{{main|Dreadnoughts}}
'''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. This is achieved through the [[siege module]] which can only be fitted to dreadnoughts.
 
* 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.  


* {{sh|Revelation}}
* {{sh|Revelation}}
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'''Carriers''' are capital ships with the ability to control Light and Support Fighters (frigate-sized [[drones]]). They also have the ability to store 1,000,000 m3 of '''assembled''' ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.
'''Carriers''' are capital ships with the ability to control Light and Support Fighters (frigate-sized [[drones]]). They also have the ability to store 1,000,000 m3 of '''assembled''' ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.


Carriers (and their supercapital counterparts, [[supercarriers]]) generally serve as anti-subcapital ships. To facilitate this role, they have access to the powerful Networked Sensor Array, which increases their scan resolution but removes their ability to use electronic warfare modules.
Carriers (and their supercapital counterparts, [[supercarriers]]) generally serve as anti-subcapital ships. To facilitate this role, they have access to the powerful [[Networked Sensor Array]], which increases their scan resolution but removes their ability to use electronic warfare modules.


Carriers are also able to equip [[Command Bursts]].
Carriers are also able to equip [[Command Bursts]].
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== Force Auxiliaries ==
== Force Auxiliaries ==
{{main|Force Auxiliaries}}
{{main|Force Auxiliaries}}
'''Force Auxiliaries''' (singular: "'''Force Auxiliary'''", sometimes abbreviated as "FAX") are capital-sized logistics and fleet boosting ships. Force Auxiliaries receive bonuses to logistics drones. Only Force Auxiliaries can fit triage modules, which have the following effects when activated:
'''Force Auxiliaries''' (singular: "'''Force Auxiliary'''", sometimes abbreviated as "FAX") are capital-sized logistics and fleet boosting ships. Force Auxiliaries receive bonuses to logistics drones. Most of the Force Auxiliaries'remote repair power is caused by the [[triage module]] which can only be fitted to them.
 
* -100% maximum velocity
* Disables the use of electronic warfare modules
* -75% capital remote logistics duration
* 400% capital remote logistics amount bonus (<span style="color:yellow">Tech II: 450%</span>)
* -50% armor repairer/shield booster duration
* 100% armor repairer/shield booster amount bonus (<span style="color:yellow">Tech II: 120%</span>)
* 200% capital remote logistics range bonus
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
* 80% remote assistance impedance
* 900% scan resolution bonus
* 100% remote repair impedance
* -100% drone damage
* +4 maximum locked targets bonus (<span style="color:yellow">Tech II: +5</span>)
 
The triage module's cycle time is 5 minutes, and it requires 200 - (level of {{sk|Tactical Logistics Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront"). While it's active the FAX can't warp, jump, or move in any way. Force Auxiliaries are at their most effective with a triage module active.


* {{sh|Apostle}}
* {{sh|Apostle}}