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Maulus Navy Issue: Difference between revisions

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As mentioned above, the Maulus Navy Issue is most often compared to the [[Tristan]] and can be thought of as a sort of "Super Tristan."  Trading a high slot (which Kiting versions of the Tristan seldom used) for an additional low slot adds some additional options, as a Maulus Navy Issue could fit a speed modification, an Ancillary Armor Repairer, or something like that.  The Maulus Navy Issue does not have the speed of the standard [[Maulus]] but is no worse than the [[Tristan]] so many of the same kiting tactics that apply to the [[Tristan]] are also applicable to the Maulus Navy Issue.
As mentioned above, the Maulus Navy Issue is most often compared to the [[Tristan]] and can be thought of as a sort of "Super Tristan."  Trading a high slot (which Kiting versions of the Tristan seldom used) for an additional low slot adds some additional options, as a Maulus Navy Issue could fit a speed modification, an Ancillary Armor Repairer, or something like that.  The Maulus Navy Issue does not have the speed of the standard [[Maulus]] but is no worse than the [[Tristan]] so many of the same kiting tactics that apply to the [[Tristan]] are also applicable to the Maulus Navy Issue.


However, do not overlook the other major bonus of the Maulus Navy Issue:  the bonus to both Warp Scrambler optimal range and strength.  With a Warp Scrambler II fitted and [[Skills:Spaceship_Command#Gallente_Frigate|Gallente Frigate]] V the Maulus Navy Issue has an optimal scram range of a bit over 20km without overheating, which can serve as quite a shock to that [[Dramiel]] pilot who may have wandered too close to you.  This makes the Maulus Navy Issue much more potent against those ships who wish to kite you than the [[Tristan]].  Note that this ability is restricted to a Warp Scrambler, so it makes little sense to equip this ship with a Warp Disruptor.  The extra strength of the Warp Scrambler can be used to tackle targets that have additional Warp Core Stabilizers or who posses built-in warp core stabilization.   
However, do not overlook the other major bonus of the Maulus Navy Issue:  the bonus to both Warp Scrambler optimal range and strength.  With a Warp Scrambler II fitted and [[Skills:Spaceship_Command#Gallente_Frigate|Gallente Frigate]] V the Maulus Navy Issue has an optimal scram range of 13km without overheating, which can serve as quite a shock to that [[Dramiel]] pilot who may have wandered too close to you.  This makes the Maulus Navy Issue much more potent against those ships who wish to kite you than the [[Tristan]].  Note that this ability is restricted to a Warp Scrambler, so it makes little sense to equip this ship with a Warp Disruptor.  The extra strength of the Warp Scrambler can be used to tackle targets that have additional Warp Core Stabilizers or who posses built-in warp core stabilization.   


This ability also gives the Maulus Navy Issue an additional role in fleets.  But have care as the Maulus Navy Issue is still not an [[Ares]]:  even with a Microwarp Drive the average Maulus Navy Issue pilot will still likely be about 750 km - 1000 km per second slower than an Interceptor (and indeed that is if the Maulus Navy Issue is fitted for speed and not damage or tank).  Still, in a fleet role the ability to scram a target at such ranges is very helpful against faster targets, and can serve as a counter to different Kiting doctrines.
This ability also gives the Maulus Navy Issue an additional role in fleets.  But have care as the Maulus Navy Issue is still not an [[Ares]]:  even with a Microwarp Drive the average Maulus Navy Issue pilot will still likely be about 750 km - 1000 km per second slower than an Interceptor (and indeed that is if the Maulus Navy Issue is fitted for speed and not damage or tank).  Still, in a fleet role the ability to scram a target at such ranges is very helpful against faster targets, and can serve as a counter to different Kiting doctrines.