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Muninn: Difference between revisions

From EVE University Wiki
Aethlyn (talk | contribs)
mNo edit summary
Changed fittings to use the new template.
Line 91: Line 91:


==Fitting==
==Fitting==
{{Fittings
{{ShipFitting|
|name=Muninn, Shield Incursion
ship=Muninn|
|high=
shipTypeID=12015|
720mm Howitzer Artillery II<br>
fitName=Shield Incursion|
720mm Howitzer Artillery II<br>
fitID=Shield-Incursion|
720mm Howitzer Artillery II<br>
high1name=720mm Howitzer Artillery II|
720mm Howitzer Artillery II<br>
high1typeID=2969|
720mm Howitzer Artillery II<br>
high2name=720mm Howitzer Artillery II|
Auto Targeting System II<br>
high2typeID=2969|
[empty high slot]
high3name=720mm Howitzer Artillery II|
|mid=
high3typeID=2969|
Adaptive Invulnerability Field II<br>
high4name=720mm Howitzer Artillery II|
Adaptive Invulnerability Field II<br>
high4typeID=2969|
Large Shield Extender II
high5name=720mm Howitzer Artillery II|
|low=
high5typeID=2969|
Gyrostabilizer II<br>
high6name=Auto Targeting System II|
Gyrostabilizer II<br>
high6typeID=1436|
Gyrostabilizer II<br>
high7name=open|
Tracking Enhancer II<br>
mid1name=Adaptive Invulnerability Field II|
Tracking Enhancer II
mid1typeID=2281|
|charges=  
mid2name=Adaptive Invulnerability Field II|
Republic Fleet EMP M<br>
mid2typeID=2281|
Republic Fleet Phased Plasma M<br>
mid3name=Large Shield Extender II|
Republic Fleet Fusion M
mid3typeID=3841|
|drones=
low1name=Gyrostabilizer II|
Hobgoblin II x5
low1typeID=519|
|rigs=
low2name=Gyrostabilizer II|
Medium Core Defense Field Extender I<br>
low2typeID=519|
Medium Core Defense Field Extender I
low3name=Gyrostabilizer II|
|recommended1=  
low3typeID=519|
Medium Projectile Weapon V<br>
low4name=Tracking Enhancer II|
Medium Artillery Specialization IV
low4typeID=1999|
|recommended2=
low5name=Tracking Enhancer II|
|recommended3=
low5typeID=1999|
|notes=
drone1name=Hobgoblin II x5|
*Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a viable choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships. Unfortunately, its appearance in Incursions is not common, probably due to its low damage output.
drone1typeID=2456|
*The auto targeting system remedies the problem with Muninn base maximum target count.
drone2name=open|
*This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.
drone3name=open|
}}{{Fittings
drone4name=open|
|name=Muninn, Armor Incursion
drone5name=open|
|high=
charge1name=Republic Fleet EMP M x1|
720mm Howitzer Artillery II<br>
charge1typeID=21896|
720mm Howitzer Artillery II<br>
charge2name=Republic Fleet Phased Plasma M x1|
720mm Howitzer Artillery II<br>
charge2typeID=21922|
720mm Howitzer Artillery II<br>
charge3name=Republic Fleet Fusion M x1|
720mm Howitzer Artillery II<br>
charge3typeID=21904|
Auto Targeting System II<br>
charge4name=open|
[empty high slot]
charge5name=open|
|mid=
rig1name=Medium Core Defense Field Extender I|
Tracking Computer II<br>
rig1typeID=31790|
Tracking Computer II<br>
rig2name=Medium Core Defense Field Extender I|
Target Painter II
rig2typeID=31790|
|low=
difficulty=2|
1600mm Reinforced Rolled Tungsten Plates I<br>
warsop=Y|
Armor Explosive Hardener II<br>
warsopReason=|
Armor Kinetic Hardener II<br>
version=PRE-RET 1.0|
Gyrostabilizer II<br>
shipDNA=12015:1436;1:2969;5:2281;2:3841;1:519;3:1999;2:31790;2:2456;5:21896;1:21904;1:21922;1::|
Gyrostabilizer II
skills=Medium Projectile Weapon V</li><li>Medium Artillery Specialization IV|
|charges=  
notes=Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a viable choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships. Unfortunately, its appearance in Incursions is not common, probably due to its low damage output.</li><li>The auto targeting system remedies the problem with Muninn base maximum target count.</li><li>This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.}}     {{ShipFitting|
Republic Fleet EMP M<br>
ship=Muninn|
Republic Fleet Phased Plasma M<br>
shipTypeID=12015|
Republic Fleet Fusion M<br>
fitName=Armor Incursion|
Optimal Range Script<br>
fitID=Armor-Incursion|
Tracking Speed Script
high1name=720mm Howitzer Artillery II|
|drones=
high1typeID=2969|
Hobgoblin II x5
high2name=720mm Howitzer Artillery II|
|rigs=
high2typeID=2969|
Medium Ancillary Current Router<br>
high3name=720mm Howitzer Artillery II|
Medium Ancillary Current Router<br>
high3typeID=2969|
|recommended1=  
high4name=720mm Howitzer Artillery II|
Medium Projectile Weapon V<br>
high4typeID=2969|
Medium Artillery Specialization IV
high5name=720mm Howitzer Artillery II|
|recommended2=
high5typeID=2969|
Advanced Weapon Upgrades V
high6name=Auto Targeting System II|
|recommended3=
high6typeID=1436|
|notes=
high7name=open|
*Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a viable choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships. Unfortunately, its appearance in Incursions is not common, probably due to its low damage output, even so with an armor tank.
mid1name=Tracking Computer II|
*Target painter in the med slot helps with hitting small targets and fast moving targets.
mid1typeID=1978|
*The auto targeting system remedies the problem with Muninn base maximum target count.
mid2name=Tracking Computer II|
*This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.
mid2typeID=1978|
}}
mid3name=Target Painter II|
mid3typeID=19806|
low1name=1600mm Reinforced Rolled Tungsten Plates I|
low1typeID=11325|
low2name=Armor Explosive Hardener II|
low2typeID=11646|
low3name=Armor Kinetic Hardener II|
low3typeID=11644|
low4name=Gyrostabilizer II|
low4typeID=519|
low5name=Gyrostabilizer II|
low5typeID=519|
drone1name=Hobgoblin II x5|
drone1typeID=2456|
drone2name=open|
drone3name=open|
drone4name=open|
drone5name=open|
charge1name=Optimal Range Script x1|
charge1typeID=28999|
charge2name=Tracking Speed Script x1|
charge2typeID=29001|
charge3name=Republic Fleet EMP M x1|
charge3typeID=21896|
charge4name=Republic Fleet Phased Plasma M x1|
charge4typeID=21922|
charge5name=Republic Fleet Fusion M x1|
charge5typeID=21904|
rig1name=Medium Ancillary Current Router I|
rig1typeID=31360|
rig2name=Medium Ancillary Current Router I|
rig2typeID=31360|
difficulty=2|
warsop=Y|
warsopReason=|
version=PRE-RET 1.0|
shipDNA=12015:1436;1:2969;5:1978;2:19806;1:519;2:11325;1:11644;1:11646;1:31360;2:2456;5:21896;1:21904;1:21922;1:28999;1:29001;1::|
skills=Medium Projectile Weapon V</li><li>Medium Artillery Specialization IV</li><li>Advanced Weapon Upgrades V|
notes=Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a viable choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships. Unfortunately, its appearance in Incursions is not common, probably due to its low damage output, even so with an armor tank.</li><li>Target painter in the med slot helps with hitting small targets and fast moving targets.</li><li>The auto targeting system remedies the problem with Muninn base maximum target count.</li><li>This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.}}


==Tactics==
==Tactics==