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Dreadnoughts: Difference between revisions

From EVE University Wiki
The Siege Module: really should have phrased the missile bonuses like this before
The Siege Module: reword ECM/RR to match I.Core
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* 80% remote assistance impedance (remote Sensor and Tracking boosters)
* 80% remote assistance impedance (remote Sensor and Tracking boosters)
* 60% Weapon Disruption resistance  (<span style="color:yellow">Tech II: 70%</span>)
* 60% Weapon Disruption resistance  (<span style="color:yellow">Tech II: 70%</span>)
* 100% ECM resistance
* Immunity to ECM
* +100% shield booster/armor repairer amount
* +100% shield booster/armor repairer amount
* -50% shield booster/armor repairer duration
* -50% shield booster/armor repairer duration
* 10x ship mass
* 10x ship mass
* -100% maximum velocity
* -100% maximum velocity
* 100% remote repair impedance
* Cannot receive remote repairs


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.
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.