Difference between revisions of "Coercer Navy Issue"
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | <onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | ||
<!----------------------------------------------------------- | <!----------------------------------------------------------- | ||
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* format below and edit only the values (after the = sign). | * format below and edit only the values (after the = sign). | ||
-------------------------------------------------------------> | -------------------------------------------------------------> | ||
− | | shipid= | + | | shipid= 2120538908 |
− | | shipimg= | + | | shipimg= Coercer.jpg |
| shipname= Coercer Navy Issue | | shipname= Coercer Navy Issue | ||
| caption= Coercer Navy Issue | | caption= Coercer Navy Issue | ||
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| dronebay= | | dronebay= | ||
| bandwidth= | | bandwidth= | ||
− | | info= | + | | info= Imperial Navy ship design doctrine tends to return to the tried and tested approach of heavy armor and high-efficiency energy weapons regardless of advances in technology and experiments with tactics. The upgrade brief for the Coercer Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded armor systems and significant improvements in the energy use and damage output of its weapons. The Imperial Navy's continued fascination with energy neutralization as a supplementary weapon system is the only deviation from the core emphasis on fashioning a vessel as hard to crack and potently armed as possible. |
| bonuses= | | bonuses= | ||
<b>Amarr Destroyer bonuses (per skill level):</b><br> | <b>Amarr Destroyer bonuses (per skill level):</b><br> | ||
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| shieldtherm= 20 | | shieldtherm= 20 | ||
| armorhp= 1,350 HP | | armorhp= 1,350 HP | ||
− | | armorem= | + | | armorem= 50 |
| armorexp= 20 | | armorexp= 20 | ||
| armorkin= 25 | | armorkin= 25 | ||
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| warptime= 6.36 s | | warptime= 6.36 s | ||
| targetrange= 34 km | | targetrange= 34 km | ||
− | | sigradius= | + | | sigradius= 65 m |
| maxlockedtargets= 7 | | maxlockedtargets= 7 | ||
| sensortype= RADAR | | sensortype= RADAR | ||
| sensorvalue= 11 points | | sensorvalue= 11 points | ||
| scanres= 475 mm | | scanres= 475 mm | ||
− | | reqskills= | + | | reqskills= *{{RequiredSkill|Amarr Destroyer|II}} |
**{{RequiredSkill|Amarr Frigate|III}} | **{{RequiredSkill|Amarr Frigate|III}} | ||
− | ***{{RequiredSkill|Spaceship Command|I}} | + | ***{{RequiredSkill|Spaceship Command|I}} |
| totaltraintime= <!--9h 18m 20s--> | | totaltraintime= <!--9h 18m 20s--> | ||
| forumlinks= | | forumlinks= | ||
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-------------------------------------------------------------------------------------------> | -------------------------------------------------------------------------------------------> | ||
− | ==Summary== | + | == Summary == |
''Summary about {{PAGENAME}}.'' | ''Summary about {{PAGENAME}}.'' | ||
− | ==Skills== | + | == Skills == |
''Further information about additional or recommended skills to pilot {{PAGENAME}} for a specific or its common role(s) can be written here.'' | ''Further information about additional or recommended skills to pilot {{PAGENAME}} for a specific or its common role(s) can be written here.'' | ||
− | ==Tactics== | + | == Tactics == |
''No sub-article about {{PAGENAME}} roles or piloting tactics. You can write them here.'' | ''No sub-article about {{PAGENAME}} roles or piloting tactics. You can write them here.'' | ||
− | ==Notes== | + | == Notes == |
''You can add notes about {{PAGENAME}} here.'' | ''You can add notes about {{PAGENAME}} here.'' | ||
− | ==Patch History== | + | == Patch History == |
{{expansion past | {{expansion past | ||
|'''2022-10-26''' [https://www.eveonline.com/news/view/eve-vegas-recap News: EVE Vegas recap] | |'''2022-10-26''' [https://www.eveonline.com/news/view/eve-vegas-recap News: EVE Vegas recap] | ||
* Announcement to introduce the Coercer Navy Issue with the Uprising expansion | * Announcement to introduce the Coercer Navy Issue with the Uprising expansion | ||
+ | |||
+ | '''2022-11-08''' [https://www.eveonline.com/news/view/patch-notes-version-20-10#ships Patch notes] [https://www.eveonline.com/news/view/uprising-expansion-now-live News: Uprising Expansion] | ||
+ | * Introduction new Navy ships | ||
}} | }} | ||
{{ShipsMatrix}} | {{ShipsMatrix}} | ||
[[Category:Ship Database]][[Category:Faction Destroyers]] | [[Category:Ship Database]][[Category:Faction Destroyers]] |
Revision as of 15:05, 8 November 2022
RELATED UNI-WIKI REFERENCES
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Imperial Navy ship design doctrine tends to return to the tried and tested approach of heavy armor and high-efficiency energy weapons regardless of advances in technology and experiments with tactics. The upgrade brief for the Coercer Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded armor systems and significant improvements in the energy use and damage output of its weapons. The Imperial Navy's continued fascination with energy neutralization as a supplementary weapon system is the only deviation from the core emphasis on fashioning a vessel as hard to crack and potently armed as possible. SHIP BONUSES
Amarr Destroyer bonuses (per skill level):
Ship Attributes
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Summary
Summary about Coercer Navy Issue.
Skills
Further information about additional or recommended skills to pilot Coercer Navy Issue for a specific or its common role(s) can be written here.
Tactics
No sub-article about Coercer Navy Issue roles or piloting tactics. You can write them here.
Notes
You can add notes about Coercer Navy Issue here.
Patch History
A long, long time ago... |
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2022-10-26 News: EVE Vegas recap
2022-11-08 Patch notes News: Uprising Expansion
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