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Muninn: Difference between revisions

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Uryence (talk | contribs)
Uryence (talk | contribs)
Tried to distribute the info on this page logically across the sections, add to it where I could, and make it clearer to read. Corrections/further improvements encouraged!
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==Summary==
==Summary==
The Muninn is a very fast, durable, and powerful ship, and has become one of the mainline subcapital ships used in nullsec fleets.
The '''Muninn''' is a durable and powerful ship that has become one of the mainline subcapital ships used in large-scale nullsec warfare. Like other Heavy Assault Cruisers, it is faster and nimbler than battlecruisers and battleships. Strong and fairly even Tech 2 shield resists plus the ability to fit an Assault Damage Control let it take a lot of burst damage. Since the Muninn mounts projectile turrets, pilots can swap between different types of ammo to target different enemy damage type weaknesses.  


While the Muninn is more expensive and skill-intensive than the also-popular [[Ferox]], the Muninn's shields naturally resist all forms of damage, and it can fit an Assault Damage Control to make it nearly indestructible in tight moments. Furthermore, as most Muninn fits use artillery, a fleet of Muninns can swap between different types of projectile ammunition to match their targets' weaknesses, and can use artillery's high alpha damage to collectively one-shot enemy cruisers and battlecruisers, making them difficult to combat without quickly taking losses.
These qualities together have made the Muninn a consistently popular ship for large, long-ranged PvP fleets, using artillery. Artillery's high alpha damage—the highest damage-per-shot potential of any turret type—lets a Muninn fleet one-shot enemy targets. This makes them difficult to counter with [[logistics]] ships, as they can sometimes delete targets before logistics ships can lock them up.


However, the Muninn does have several disadvantages:
The Muninn is not without its weaknesses. With only four mid slots, it cannot effectively fit tackle or utility modules ''and'' a strong shield tank at once. When fitted for range, the Muninn's artillery will be outranged by the very longest-ranged competitor turrets, railguns. It is also simply a more expensive and skill-point-intensive ship than some other ships used in this "sniping" fleet role, such as the [[Ferox]]. The Muninn therefore loses efficiency in very large fleets, where artillery volleys would result in significant overkill, the Muninn itself can be killed in one shot, and fights can expand beyond artillery range; in those situations, railgun-toting ships such as the [[Eagle]] and Ferox become more popular.


* With only four mid slots, it cannot effectively fit tackle/utility modules and a strong shield tank at once
==Skills==
* While very durable for a shield-tanking ship, its durability is not unlimited (as some of its defense is also its speed)
* While hard-hitting, its artillery are slow-firing
* Artillery do have a limit on their range, and cannot match the longest railgun ranges


These last three points mean that the Muninn loses efficiency in very large fleets, where artillery volleys would result in significant overkill, the Muninn itself can be one-shotted, and fights can expand beyond artillery range; in those situations, railgun-toting ships such as the [[Eagle]] and [[Ferox]] become more popular.
As a mid-sized Tech 2 ship, the Muninn deserves strong [[support skills]], demands strong [[fitting skills]], and is almost always armed with Tech 2 weapons.


Because of its Minmatar design and substantial low slots, it is also possible to armor-tank a Muninn, freeing mid slots for utility and tackle. This is not, however, a common practice, because the 90-67-25-10 armor resistance profile is highly specialized and leaves a resistance hole which it is difficult to plug.
==Tactics==


==Skills==
The Muninn is typically fitted with artillery and a shield tank, and used en masse, in coordinated fleets of [[Doctrines|doctrine]]-fitted ships with limited individual-pilot initiative.
''Further information about additional or recommended skills to pilot Muninn for a specific or it's common role(s) can be written here.''


==Tactics==
The Muninn's bonuses give it lots of damage potential and projection power using autocannon, but it sees only limited use as a kiting or brawling ship in smaller-scale PvP. If it has to fit tackle and utility modules, it cannot fit a substantial shield tank; meanwhile, the 90-67-25-10 armor resistance profile is highly specialized and leaves a gaping resistance hole, and an armor tank limits the ship's mobility. A pilot able to fly the Muninn is also able to fly the faster [[Vagabond]], a quintessential kiting ship.
''No sub-article about Muninn roles or piloting tactics. You can write them here.''


==Notes==
==Notes==