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== Logistics Cruisers == | == Logistics Cruisers == | ||
Logistics Cruisers are extremely powerful remote-repair cruisers, intended to provide powerful support and sustenance to allied fleets. All of these ships also have very high damage resistances, small signature radii, and extended range, making them difficult targets to destroy. | |||
Gallente, Amarr, and | The Tech 2 Logistics Cruisers follow the same rules as their Tech 1 forms: Amarr, Gallente, and Triglavians repair Armor, Caldari and Minmatar repair shields; Amarr and Caldari ships rely on a [[Logistics#Remote_Capacitor_Transfer|Capchain]], Gallente, Minmatar, and Triglavians rely on local cap regen. This means that Amarr and Caldari logistics cruisers are more vulnerable to ECM but that they are extremely resistant to Energy Neutralizers and can also send capacitor support to their allies; while the Gallente, Minmatar, and Triglavians are more vulnerable to Energy Neutralizers, and generally need to sacrifice some of their tank to maintain cap stability. The major functional difference between Tech 1 and Tech 2 Logistics Cruisers is that Tech 1 Logistics Cruisers are intended to only use 3 Medium Remote Repair modules, while Tech 2 Logistics cruisers are intended to use 4 ''Large'' Remote Repair modules. | ||
The Zarmazd (Triglavian Logistics Cruiser) uses very different principles than other logi ships. In standard Triglavian fashion, the Zarmazd can only fit a single large armor repair module, but in exchange that module gains effectiveness the longer it is focused on a single target. To be precise, the Zarmazd's single Heavy Mutadaptive Remote Armor Repairer scales from the strength of 2 Large Remote Armor Repairers, up to the strength of 5 Large Remote Armor Repairers, over a 90-second ramp time. This makes the Zarmazd a good secondary logistics ship, but not good as a fleet's ''only'' logistic ship. Furthermore, also in standard Triglavian fashion, the Zarmazd also has multiple utility High slots (and thus can fit additional Small Remote Armor Repairers, Remote Capacitor Transmitters, or anti-Drone [[Smartbombs]]), and has a large drone bay and enough bandwidth to use multiple Heavy Drones. | |||
The | Logistics Cruisers are much, much more heavily affected by the level of their ship skill than any other ship type. The Logistics Cruisers skill reduces the capacitor cost of remote repair modules by 15% per level. However, because the bonuses from multiple levels of a single skill are added together, this means that going from Logistics 0->I, gives only 15% reduced capacitor costs (100% -> 85%), but going from Logistics IV->V gives '''37.5%''' reduced capacitor costs (40%->25%). For this reason, it is a generally accepted practice that any pilot intent on flying a Tech 2 Logistics Cruiser should have the Logistics Cruisers skill trained to IV at the absolute minimum, and V as soon as possible. | ||
* {{icon|isis amarr|22}}[[Guardian]]: Heavy armor, tiny signature, designed for capchain. | |||
* {{icon|isis caldari|22}}[[Basilisk]]: Heavy shields, designed for capchain. | |||
* {{icon|isis gallente|22}}[[Oneiros]]: Moderate armor, designed for local regen, bonus to Repair Drones and Remote Tracking Computers. | |||
* {{icon|isis minmatar|22}}[[Scimitar]]: Moderate shields, designed for local regen, bonus to Repair Drones and Remote Tracking Computers. | |||
* {{icon|isis amarr|22}}[[Guardian]] | * {{icon|isis triglavian|22}}[[Zarmazd]]: Heavy armor, designed for local regen. Single repair module that ramps up over 90 seconds. Multiple Utility high slots, and large drone bay for combat drones. | ||
* {{icon|isis caldari|22}}[[Basilisk]] | |||
* {{icon|isis gallente|22}}[[Oneiros]] | |||
* {{icon|isis minmatar|22}}[[Scimitar]] | |||
* {{icon|isis triglavian|22}}[[Zarmazd]] | |||
= Strategic Cruisers = | = Strategic Cruisers = | ||