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Dreadnoughts: Difference between revisions

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The Siege Module: Rearranged and reworded the effects list to group effects by type and improve readability, and rewrote follow-up paragraph
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==The Siege Module==
==The Siege Module==
The siege module exists in a T1 and T2 variant and has the following effects when activated:
The single most significant and important module on any dreadnought is the Siege Module. The siege module exists in a T1 and T2 variant and has the following effects when activated:


* 150% Torpedo velocity bonus
 
* 80% bonus to XL Launcher rate of fire
* +700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
* 165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>)
* 2x High Angle Weapon Turret Damage Bonus
* 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
* +165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>)
* -90% Rapid Torpedo Launcher Bonus
* -80% bonus to XL Launcher rate of fire
* -90% bonus to Rapid Torpedo Launcher rate of fire
* +150% Torpedo velocity bonus
* 60% Remote Sensor Dampener resistance (<span style="color:yellow">Tech II: 70%</span>)
* 80% remote assistance impedance
* 60% Weapon Disruption resistance  (<span style="color:yellow">Tech II: 70%</span>)
* 100% ECM resistance
* +100% shield booster/armor repairer amount
* -50% shield booster/armor repairer duration
* 10x ship mass
* -100% maximum velocity
* -100% maximum velocity
* 2 x High Angle Turret Damage Bonus
* 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
* 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.
The siege module converts the dreadnought from a mobile ship into a massive stationary weapons platform. The siege module's cycle time is 5 minutes, and it consumes 250 - (level of {{sk|Tactical Weapon Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront") to activate or reactivate. In general, dreadnoughts cannot meaningfully engage in combat without siege active. While in siege, the dreadnought cannot warp, jump, voluntarily move in any way, or receive remote repairs from allies, but in exchange receives near immunity to electronic warfare, enormous bonuses to local repairs, and a staggering bonus to weapons damage. (And while the dreadnought cannot voluntarily move while in siege, if the dreadnought was moving when it entered siege, or is bumped while in siege, it will move uncontrollably in a straight line and slowly decelerate due to its extreme mass.) Activating a siege module does not give the ship a Weapons Timer, meaning that a dreadnought can still refit itself at a Mobile Depot while in siege.
 
{{expansion past|
{{expansion past|
In the April 2019 patch the siege module got a bonus specific to High Angle Turrets and rapid torpedo launchers. See https://www.eveonline.com/article/pphodr/patch-notes-for-april-2019-release and also https://www.eveonline.com/article/pobbb9/spring-balance-update-incoming The overall DPS was meant to be unchanged in siege as the HAW weapon's damage multiplier got reduced.
In the April 2019 patch the base damage of High-Angle Weapon turrets was reduced, and the Siege Module was given a bonus specifically to them. See https://www.eveonline.com/article/pphodr/patch-notes-for-april-2019-release and https://www.eveonline.com/article/pobbb9/spring-balance-update-incoming . The intent was to maintain the same overall DPS for dreadnoughts, while reducing the damage of high-angle Titans.
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