Difference between revisions of "Capital ships"

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* 150% Torpedo velocity bonus
 
* 150% Torpedo velocity bonus
 
* 80% bonus to XL Launcher rate of fire
 
* 80% bonus to XL Launcher rate of fire
* 165% missile damage bonus
+
* 165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>)
* 700% turret damage bonus
+
* 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
 
* -100% maximum velocity
 
* -100% maximum velocity
 
* 100% shield booster/armor repairer amount bonus
 
* 100% shield booster/armor repairer amount bonus
 
* -50% shield booster/armor repairer duration
 
* -50% shield booster/armor repairer duration
* 60% sensor dampener resistance bonus
+
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 
* 80% remote assistance impedance
 
* 80% remote assistance impedance
* 60% weapon disruption resistance bonus
+
* 60% weapon disruption resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 
* 100% remote repair impedance
 
* 100% remote repair impedance
  

Revision as of 06:07, 5 January 2017

This page should be updated due to game changes.
Reason: Changes to capital ships after the Citadel expansion, introduction of Force Auxiliaries.
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Capital ships (Dreadnoughts, Carriers, Force Auxiliaries, Supercarriers ("Motherships"), Titans and Rorquals) are the largest player-piloted ships in EVE. Capitals can only operate outside of high-sec space. While they can use stargates to travel (except to high-sec), they can also jump between star systems using built-in jump drives, although this needs another ship to light a "cynosural beacon" in the target star system.

The largest capital ships (Supercarriers and Titans, collectively known as "supercapitals") are so large that they can only dock at the largest (XL) citadels and are too large to pass through any wormholes. Additionally, they can only be built in nullsec system where your alliance has sovereignty.

Dreadnoughts

Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Their weapons track very slowly, however, so usually they can only apply their DPS to other capital ships and to POSs and outposts. Only dreads can fit a siege module, which has the following effects when activated:

  • 150% Torpedo velocity bonus
  • 80% bonus to XL Launcher rate of fire
  • 165% missile damage bonus (Tech II: 200%)
  • 700% turret damage bonus (Tech II: 840%)
  • -100% maximum velocity
  • 100% shield booster/armor repairer amount bonus
  • -50% shield booster/armor repairer duration
  • 60% sensor dampener resistance bonus (Tech II: 70%)
  • 80% remote assistance impedance
  • 60% weapon disruption resistance bonus (Tech II: 70%)
  • 100% remote repair impedance

The siege module's cycle time is 5 minutes, and it requires 250 - (level of tactical weapon reconfiguration skill * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp or jump or move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.

Carriers

Carriers can use Light and Support Fighters (frigate-sized drones).


Force Auxiliaries

Force Auxiliary capital ships (sometimes abbreviated as "FAX") are capital-sized logistics and fleet boosting ships. They can fit Triage modules, which immobilizes the ship but massively increases its ability to repair both itself and its fleetmates. Also, Force Auxiliaries can field large numbers of (subcapital) drones.

Supercarriers

Main article: Supercarriers

Supercarriers are souped-up carriers with the ability to use Heavy Fighters.

Titans

Titans can also fit a jump bridge module, which creates a bridge between the titan and a destination cyno, and allows friendly subcapitals near the titan to jump to that cyno.

Capital Industrial Ship: The Rorqual

This ship is primarily intended for deep space mining support. It has a maintenance bay, corporate hangar, a huge ore hold, and the ability to fit bonused mining leadership links. The Rorqual can fit capital tractor beams and clone vat bays. In addition, the Rorqual has a jump drive and the ability to compress ore. The Rorqual does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that. The Rorqual has a non-capital little sister, the Orca, that can be seen supporting many highsec mining fleets.