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Triglavian Collective: Difference between revisions

From EVE University Wiki
Dewk (talk | contribs)
Replaced ship summaries with ship boxes, with basic one-liners for each to make the template formatting work. Probably a bit big at the moment... Updated skills, and added a link to Entropic Disintegrators to that section. Used singular they.
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* 50% reduction in Smart bomb capacitor activation cost
* 50% reduction in Smart bomb capacitor activation cost


===[[Damavik]] (Frigate)===
==Frigates==
[[File:Damavik.jpg|160px|right|Damavik frigate]]
Slot Layout:
* 3 High slots (1 Turret, 0 Launcher)
* 2 Mid slots
* 4 Low slots
Precursor Frigate Bonuses:
* Small Entropic Disintegrator damage
* Small Entropic Disintegrator optimal range
Drones:
* 25m3 drone bay, 15Mbit/sec of drone bandwidth


===[[Vedmak]] (Cruiser)===
{{Ship|Damavik|box}}
[[File:Vedmak.jpg|160px|right|Vedmak cruiser]]
Slot Layout:
* 4 High slots (1 Turret, 0 Launcher)
* 4 Mid slots
* 6 Low slots
Precursor Cruiser Bonuses:
* Medium Entropic Disintegrator damage
* Medium Entropic Disintegrator tracking speed
Drones:
* 75m3 drone bay, 25Mbit/sec of drone bandwidth


===[[Leshak]] (Battleship)===
The Damavik is the sole Triglavian Frigate.
[[File:Leshak.jpg|160px|right|Leshak battlecruiser]]
 
Slot Layout:
==Destroyers==
*5 High slots (1 Turret, 0 Launcher)
 
*4 Mid slots
{{Ship|Kikimora|box}}
*8 Low slots
 
Precursor Battleship Bonuses:
The Kikimora is the Triglavian Collective Destroyer. It's disintegrator range bonus, paired with their inherently good tracking, makes it an effective, if pricey, kiting PvP ship.
*Large Entropic Disintegrator damage
 
*Large Entropic Disintegrator rate of fire
==Cruisers==
Drones:
 
* 250m3 drone bay, 100Mbit/sec of drone bandwidth
{{Ship|Rodiva|box}}
 
The Rodiva is the T1 Triglavian logistics cruiser. It is bonused for Heavy Mutadaptive Remote Armor Repairers, which let it repair more than an equivalent T1 Logistics Cruiser if it can stick to repping a single target.
 
{{Ship|Vedmak|box}}
 
The Vedmak is the Triglavian combat cruiser.  
 
===Logistics Cruisers===
 
{{Ship|Zarmazd|box}}
 
The Zarmazd is the Triglavian T2 logistics cruiser. It is bonused for the same Heavy Mutadaptive Remote Armor Repairers that the Rodiva can use, but receives better bonuses for them.
 
==Battlecruisers==
 
{{Ship|Drekavac|box}}
 
The Drekavac is the sole Triglavian battlecruiser. Having the combination of Triglavian race and battlecruiser ship type lets the Drekavac easily be able to fit a command boost in one of its utility highs.
 
==Battleships==
 
{{Ship|Leshak|box}}
 
The Leshak is the sole Triglavian Battleship.
 
==Entropic Disintegrators==
''See also: [[Entropic Disintegrators]]''


==Entropic Disintegrator==
A new weapon skill and specialization will allow the use of Entropic Disintegrators coming in T1 (Meta 0, Compact, Scoped and Faction) and T2 variants, and in three sizes. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.
A new weapon skill and specialization will allow the use of Entropic Disintegrators coming in T1 (Meta 0, Compact, Scoped and Faction) and T2 variants, and in three sizes. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.


The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff.  When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time, holds large amounds of ammunition which also takes up large amounts of space in cargo (subject to change).
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff.  When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time, holds large amounds of ammunition which also takes up large amounts of space in cargo (subject to change).


The base optimal ranges are 6500/15500/28000 for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 150% maximum damage. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent.
The base optimal ranges are 6500/15500/28000 m for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 150% maximum damage. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent.


For ammunition, Tetryon provides the highest base damage and closest optimal range, Baryon for mid-range, and Meson for lower base damage with farther optimal range. Occult and Mystic are Tech II ammunition, with Occult being close-range high damage lower tracking ammunition (similar to Void or Conflagration for blasters or pulse lasers, respectively) with Mystic being a lower damage lower tracking longer range ammunition (similar to Null or Scorch).
For ammunition, Tetryon provides the highest base damage and closest optimal range, Baryon for mid-range, and Meson for lower base damage with farther optimal range. Occult and Mystic are Tech II ammunition, with Occult being close-range high damage lower tracking ammunition (similar to Void or Conflagration for blasters or pulse lasers, respectively) with Mystic being a lower damage lower tracking longer range ammunition (similar to Null or Scorch).


== Skills ==
== Skills ==
A New set of skills were introduced in order to use the new precursor ship hulls and weapons.


New set of skills were introduced in order to use the new precursor ship hulls and weapons.
* Precursor Frigate (Requires Spaceship Command I)
 
* Precursor Destroyer (Requires Spaceship Command I, Precursor Frigate III)
* Precursor Frigate (Requires Spaceship Command I)  
* Precursor Cruiser (Requires Spaceship Command IV, Precursor Destroyer III)
* Precursor Cruiser (Requires Spaceship Command IV)  
* Precursor Battlecruiser (Requires Spaceship Command IV, Precursor Cruiser III)
* Precursor Battleship (Requires Spaceship Command V)  
* Precursor Battleship (Requires Spaceship Command V, Precursor Battlecruiser III)  
* Small Precursor Weapon (Requires Gunnery I)  
* Small Precursor Weapon (Requires Gunnery I)  
* Medium Precursor Weapon (Requires Small Precursor Weapon III)
* Medium Precursor Weapon (Requires Small Precursor Weapon III)
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* Abnormal - Only for Ancillary modules
* Abnormal - Only for Ancillary modules


When a player wishes to use such a mutaplasmid, he must first acquire the correct mutaplasmid for the model in question. For example, to create a 5MN Abyssal Microwarpdrive, the player obtains a Gravid 5MN Microwarpdrive Mutaplasmid. Next he right-clicks the mutaplasmid and selects "Use Gravid 5MN Microwarpdrive Mutaplasmid..." which brings up a small window in which the player can drag the module to the window to modify select attributes of said module.
When a player wishes to use such a mutaplasmid, they must first acquire the correct mutaplasmid for the model in question. For example, to create a 5MN Abyssal Microwarpdrive, the player obtains a Gravid 5MN Microwarpdrive Mutaplasmid. Next they right-click the mutaplasmid and selects "Use Gravid 5MN Microwarpdrive Mutaplasmid..." which brings up a small window in which the player can drag the module to the window to modify select attributes of said module.


At the present time, any module from Meta 0 to officer modules can be modified with mutaplasmids. Players have expressed serious concerns about the metagame and other issues created with these modules.
At the present time, any module from Meta 0 to officer modules can be modified with mutaplasmids. Players have expressed serious concerns about the metagame and other issues created with these modules.