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Drebin 679 (talk | contribs) m →Bosonic Field Generator: Added note about its two main use cases having been significantly nerfed with the signature radius changes in November 2019. |
Drebin 679 (talk | contribs) Fixed a flub about the continuous damage superweapons - damage numbers are per second, not over the entire duration of the superweapon. Added signature radius attributes and added a blurb explaining that. Copied some tables from User:Noemie_belacqua on ORE Basic Ship and Skill Overview and overlaid FSU and CEHE stats on them. |
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In EVE Online, there are a set of '''Capital | In EVE Online, there are a set of '''Capital Ship Modules''' which have no direct subcapital analogue. This page gives a general overview of each module, and the stats for that item if the ship class page does not yet have a | ||
section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships. | section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships. | ||
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[[File:Icon_capital_emergency_hull_energizer.png|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.'' | [[File:Icon_capital_emergency_hull_energizer.png|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.'' | ||
An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before pilot can react and activate the CEHE. | An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation. | ||
{| class="wikitable collapsible collapsed" style="font-size:90%;text-align:center;width:800px" | |||
! style="background-color:#222222;text-align:left;" | Module | |||
! style="background-color:#222222;" | Tech | |||
! style="background-color:#222222;" | Meta | |||
! style="background-color:#222222;" | [[File:Icon_cpu.png|26px|CPU required (tf)|link=]] | |||
! style="background-color:#222222;" | [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]] | |||
! style="background-color:#222222;" | Activation cost (GJ) | |||
! style="background-color:#222222;" | Duration (s) | |||
! style="background-color:#222222;" | <span title="Skill required to use the module">[[Image:Skill.png|26px|link=]] Skill</span> | |||
|- | |||
| style="text-align:left;"| Capital Emergency Hull Energizer I | |||
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | |||
| 0 | |||
| 80 | |||
| 100,000 | |||
| 10,000 | |||
| 14.0 | |||
| {{sk|Hull Upgrades|I}} | |||
|- | |||
| style="text-align:left;"| Capital Implacable Compact Emergency Hull Energizer | |||
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | |||
| 1 | |||
| 60 | |||
| 80,000 | |||
| 10,000 | |||
| 16.5 | |||
| Hull Upgrades I | |||
|- | |||
| style="text-align:left;"| Capital Indefatigable Enduring Emergency Hull Energizer | |||
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | |||
| 1 | |||
| 80 | |||
| 100,000 | |||
| 8,000 | |||
| 16.5 | |||
| Hull Upgrades I | |||
|- | |||
| style="text-align:left;"| [[File:Icon tech2.png|16px|link=]] Capital Emergency Hull Energizer II | |||
| style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span> | |||
| 5 | |||
| 80 | |||
| 120,000 | |||
| 12,000 | |||
| 16.5 | |||
| Hull Upgrades IV | |||
|- | |||
| style="text-align:left;"| [[File:Icon faction.png|16px|link=]] Sisters Capital Emergency Hull Energizer | |||
| style="background:#11470d;" data-sort-value="4" | <span title="Faction module">◇</span> | |||
| 8 | |||
| 80 | |||
| 100,000 | |||
| 8,000 | |||
| 19.0 | |||
| Hull Upgrades I | |||
|} | |||
=== Clone Vat Bay === | === Clone Vat Bay === | ||
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[[File:Icon_clone_vat_bay.png|link=]] ''When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.'' | [[File:Icon_clone_vat_bay.png|link=]] ''When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.'' | ||
Fittable to Titans and Rorquals, the '''Clone Vat Bay''' enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a | Fittable to [[Titans]] and [[Rorquals]], the '''Clone Vat Bay''' enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a Rorqual and 75 for a Titan. The clone count can be improved through the {{Sk|Cloning Facility Operation|icon=yes}} skill. | ||
== Dreadnoughts == | == Dreadnoughts == | ||
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Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers. | Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers. | ||
{| class="wikitable collapsible collapsed" style="font-size:90%;text-align:center;width:800px" | |||
! style="background-color:#222222;text-align:left;" | Module | |||
! style="background-color:#222222;" | Tech | |||
! style="background-color:#222222;" | Meta | |||
! style="background-color:#222222;" | [[File:Icon_cpu.png|26px|CPU required (tf)|link=]] | |||
! style="background-color:#222222;" | [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]] | |||
! style="background-color:#222222;" | Fighter Velocity Bonus<br>Fighter ROF Bonus<br>Fighter Shield Recharge Bonus<br>Fighter Shield Bonus | |||
! style="background-color:#222222;" | <span title="Skill required to use the module">[[Image:Skill.png|26px|link=]] Skill</span> | |||
|- | |||
| style="text-align:left;" | Fighter Support Unit | |||
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | |||
| 0 | |||
| 75 | |||
| 75,000 | |||
| 5.0% | |||
| {{sk|Fighter Hangar Management|I}} | |||
|- | |||
| style="text-align:left;" | Hermes Compact Fighter Support Unit | |||
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 meta module">I</span> | |||
| 1 | |||
| 60 | |||
| 60,000 | |||
| 5.5% | |||
| Fighter Hangar Management I | |||
|- | |||
| style="text-align:left;" | [[File:Icon tech2.png|16px|link=]] Fighter Support Unit II | |||
| style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span> | |||
| 5 | |||
| 75 | |||
| 90,000 | |||
| 6.0% | |||
| Fighter Hangar Management IV | |||
|- | |||
| style="text-align:left;" | [[File:Icon faction.png|16px|link=]] Sentient Fighter Support Unit | |||
| style="background:#11470d;" data-sort-value="3" | <span title="Faction module">◇</span> | |||
| 8 | |||
| 80 | |||
| 80,000 | |||
| 6.5% | |||
| Fighter Hangar Management I | |||
|- | |||
| style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit D-34343's Modified Fighter Support Unit | |||
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module">★</span> | |||
| 11 | |||
| 62 | |||
| 75,000 | |||
| 7.0% | |||
| Fighter Hangar Management I | |||
|- | |||
| style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit F-435454's Modified Fighter Support Unit | |||
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module">★</span> | |||
| 12 | |||
| 59 | |||
| 75,000 | |||
| 7.2% | |||
| Fighter Hangar Management I | |||
|- | |||
| style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit P-343554's Modified Fighter Support Unit | |||
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module">★</span> | |||
| 13 | |||
| 53 | |||
| 75,000 | |||
| 7.4% | |||
| Fighter Hangar Management I | |||
|- | |||
| style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit W-634's Modified Fighter Support Unit | |||
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module">★</span> | |||
| 14 | |||
| 50 | |||
| 75,000 | |||
| 7.6% | |||
| Fighter Hangar Management I | |||
|- | |||
|} | |||
=== Networked Sensor Array === | === Networked Sensor Array === | ||
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[[File:Icon_doomsday.png|link=]] | [[File:Icon_doomsday.png|link=]] | ||
Titans have a variety of superweapons to choose from. A titan can only fit one superweapon at any given time. Aside from the Phenomena Generators, all Superweapons will leave the titan immobile for 30 seconds after their use. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons. Titans will also be unable to dock, tether, or use their jump drive for 5 minutes. | Titans have a variety of '''superweapons''' to choose from. A titan can only fit one superweapon at any given time. Aside from the Phenomena Generators, all Superweapons will leave the titan immobile for 30 seconds after their use. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons. Titans will also be unable to dock, tether, or use their jump drive for 5 minutes. Continuous damage superweapons (Lances, Reapers, and the Bosonic Field Generator) all have a signature radii attribute, and ships with a signature radius smaller than said attribute will take a fraction of the damage corresponding to the ratio of the two. | ||
==== Doomsdays ==== | ==== Doomsdays ==== | ||
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==== Lances ==== | ==== Lances ==== | ||
'''Lances''' deal up to 50,000 damage to ships within a 2. | '''Lances''' deal up to 50,000 damage per second with a signature radius of 5 km to ships within a 2.5 km radius lance over 15 seconds. The lances have a range of 200 km. Each empire similarly has a variant of the lance with a different damage type. | ||
==== Reapers ==== | ==== Reapers ==== | ||
Similar to Lances, '''Reapers''' deal up to 100,000 damage to ships within a | Similar to Lances, '''Reapers''' deal up to 100,000 damage per second with a signature radius of 3500 m to ships within a 5 km radius lance over a 10 second period. The beam however is not stationary, and will sweep between two points in space. The Reaper has a range of 150 km, and each empire has a variant of the reaper for their respective titans. | ||
==== Bosonic Field Generator ==== | ==== Bosonic Field Generator ==== | ||
The '''Bosonic Field Generator''' (Boson) is a non-racial superweapon that deals 40,000 Omni damage in a large cone over 20 seconds. Prior to a nerf to its application (an increase of its signature radius from 2 km to 10 km in the Invasion Chapter 2 update in November 2019), it saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. Either use case wanted a strong capital umbrella to back it up, though. With the signature radius now being significantly larger, the Boson is much less potent at blasting subcapitals, which limits their effectiveness in the aforementioned use cases. | The '''Bosonic Field Generator''' (Boson) is a non-racial superweapon that deals up to 40,000 Omni damage per second with a signature radius of 10 km in a large cone over 20 seconds. Prior to a nerf to its application (an increase of its signature radius from 2 km to 10 km in the Invasion Chapter 2 update in November 2019), it saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. Either use case wanted a strong capital umbrella to back it up, though. With the signature radius now being significantly larger, the Boson is much less potent at blasting subcapitals, which limits their effectiveness in the aforementioned use cases. | ||
==== Gravitational Transportation Field Oscillator ==== | ==== Gravitational Transportation Field Oscillator ==== | ||