|
|
Line 1: |
Line 1: |
− | {{stub}}
| |
− | {{cleanup}}
| |
− | {{see also|Capital Ships}}
| |
− | '''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. 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 (<span style="color:yellow">Tech II: 200%</span>)
| |
− | * 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
| |
− | * -100% maximum velocity
| |
− | * 100% shield booster/armor repairer amount bonus
| |
− | * -50% shield booster/armor repairer duration
| |
− | * 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
| |
− | * 80% remote assistance impedance
| |
− | * 60% weapon disruption resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
| |
− | * 100% remote repair impedance
| |
− |
| |
− | The siege module's cycle time is 5 minutes, and it requires 250 - (level of {{sk|Tactical Weapon Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.
| |
− |
| |
− | * {{icon|amarr2|22|Amarr}}[[Revelation]]
| |
− | * {{icon|caldari2|22|Caldari}}[[Phoenix]]
| |
− | * {{icon|gallente2|22|Gallente}}[[Moros]]
| |
− | * {{icon|minmatar2|22|Minmatar}}[[Naglfar]]
| |
− | * {{icon|isis serpentis|22}}[[Vehement]]
| |
− |
| |
− | [[Category:Ships]]
| |