Difference between revisions of "Typhoon"
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|warpspeed=3 AU/s | |warpspeed=3 AU/s | ||
− | |warptime= | + | |warptime=15.8 s |
|targetrange=65 km | |targetrange=65 km | ||
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|maxlockedtargets=7 | |maxlockedtargets=7 | ||
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Revision as of 20:19, 8 June 2013
RELATED UNI-WIKI REFERENCES
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Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification. SHIP BONUSES
Minmatar Battleship Skill Bonus:
Ship Attributes
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Summary
The Typhoon's position as the cheapest of the Minmatar battleships is a little misleading, as it's not a very good ship for new pilots. With seven low slots, a useful rate of fire bonus and the bandwidth to field a full flight of heavy or sentry drones, it has a lot of potential. But it takes considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems.
The Typhoon is consequently not a common sight, but when it is used it's usually fitted with missiles, often with torpedoes and either neuts or armor RR for close combat. There are also viable L4 mission-running fits which use cruise missile launchers and sentry drones.
However, new Minmatar battleship pilots will probably be more effective in one of the other two options.
Skills
Further information about additional or recommended skills to pilot Typhoon for a specific or it's common role(s) can be written here.
Fitting
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Large Energy Transfer Array II
Large Remote Armor Repair System II
Large Remote Armor Repair System II
Prototype 100MN Microwarpdrive I
Sensor Booster II
Tracking Computer II
Cap Recharger II
Damage Control II
Power Diagnostic System II
Reactor Control Unit II
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Armor Explosive Hardener II
1600mm Reinforced Rolled Tungsten Plates I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Anti-Thermic Pump I
Warrior II x5
Valkyrie II x5
Vespa EC-600 x5
Medium Armor Maintenance Bot II x5
Targeting Range Script x1
Optimal Range Script x1
Republic Fleet EMP L x1
- Artillery takes up a very large amount of your powergrid. This fit doesn't work without using reactor control units and good fitting skills.
- Propulsion mod is so BS can close range on each other quickly after jumping through gates to be in range for energy transfer and remote repair.
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
Large Energy Transfer Array II
Large Remote Armor Repair System II
Large Remote Armor Repair System II
Prototype 100MN Microwarpdrive I
Sensor Booster II
Target Painter II
Cap Recharger II
Damage Control II
Ballistic Control System II
Ballistic Control System II
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Armor Explosive Hardener II
1600mm Reinforced Rolled Tungsten Plates I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Anti-Thermic Pump I
Warrior II x5
Valkyrie II x5
Vespa EC-600 x5
Medium Armor Maintenance Bot II x5
Targeting Range Script x1
Scan Resolution Script x1
Caldari Navy Mjolnir Cruise Missile x1
- Cruise launchers take up much less powergrid than artillery, and so there is more room to alter the fitting for missile typhoons.
- Propulsion mod is so BS can close range on each other quickly after jumping through gates to be in range for energy transfer and remote repair.
Tactics
No sub-article about Typhoon roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University PYOS and BYOM programs.