More actions
No edit summary |
→The Siege Module: Rearranged and reworded the effects list to group effects by type and improve readability, and rewrote follow-up paragraph |
||
| Line 14: | Line 14: | ||
==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: | ||
* | |||
* 80% bonus to XL Launcher rate of fire | * +700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>) | ||
* | * 2x High Angle Weapon Turret Damage Bonus | ||
* | * +165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>) | ||
* - | * -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 | ||
* 100% remote repair impedance | * 100% remote repair impedance | ||
The siege module's cycle time is 5 minutes, and it | 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 | 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. | ||
}} | }} | ||