Difference between revisions of "Carriers"
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− | '''Carriers''' are [[capital ships]] with the ability to control Light and Support [[fighters]] (frigate-sized [[drones]]). They also | + | '''Carriers''' are [[capital ships]] with the ability to control Light and Support [[fighters]] (frigate-sized [[drones]]). They also can store 1,000,000 m3 of '''assembled''' ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space. Carriers also can fit the special Capital Micro Jump Field Generator, which can jump up to five capitals and up to fifty subcapitals 250km. Carriers can also fit the Capital micro jump drive, which jumps the carrier 250km as opposed to the subcapital versions' 100km range. Carriers also can conduct a conduit jump, where a jumping carrier can take up to 5 subcapital ships through the jump with it, increasable to 30 with skills. |
In PvP, carriers (and their supercapital counterparts, [[supercarriers]]) often serve as anti-subcapital ships. To facilitate this role, they have access to the powerful Networked Sensor Array, which increases their scan resolution but removes their ability to use [[electronic warfare]] modules. Carriers are also able to equip [[Command Bursts]]. Carriers can use space superiority fighters to kill the fighters from supercarriers, effectively removing much of the effectiveness of their larger counterparts. | In PvP, carriers (and their supercapital counterparts, [[supercarriers]]) often serve as anti-subcapital ships. To facilitate this role, they have access to the powerful Networked Sensor Array, which increases their scan resolution but removes their ability to use [[electronic warfare]] modules. Carriers are also able to equip [[Command Bursts]]. Carriers can use space superiority fighters to kill the fighters from supercarriers, effectively removing much of the effectiveness of their larger counterparts. | ||
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These bonuses apply to all carrier ships: | These bonuses apply to all carrier ships: | ||
* Can fit Networked Sensor Array | * Can fit Networked Sensor Array | ||
− | * Can fit Capital Micro Jump Drive | + | * Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator |
* Can fit two Command Burst modules | * Can fit two Command Burst modules | ||
200% bonus to Command Burst area of effect range | 200% bonus to Command Burst area of effect range |
Latest revision as of 08:39, 28 September 2024
Carriers are capital ships with the ability to control Light and Support fighters (frigate-sized drones). They also can store 1,000,000 m3 of assembled ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space. Carriers also can fit the special Capital Micro Jump Field Generator, which can jump up to five capitals and up to fifty subcapitals 250km. Carriers can also fit the Capital micro jump drive, which jumps the carrier 250km as opposed to the subcapital versions' 100km range. Carriers also can conduct a conduit jump, where a jumping carrier can take up to 5 subcapital ships through the jump with it, increasable to 30 with skills.
In PvP, carriers (and their supercapital counterparts, supercarriers) often serve as anti-subcapital ships. To facilitate this role, they have access to the powerful Networked Sensor Array, which increases their scan resolution but removes their ability to use electronic warfare modules. Carriers are also able to equip Command Bursts. Carriers can use space superiority fighters to kill the fighters from supercarriers, effectively removing much of the effectiveness of their larger counterparts.
In PvE, carriers are sometimes used for very grand-scale ratting.
Carrier hulls
Each race has one carrier:
Bonuses
All carriers have a mixture of general carrier bonuses and hull-specific bonuses
General
These bonuses apply to all carrier ships:
- Can fit Networked Sensor Array
- Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator
- Can fit two Command Burst modules
200% bonus to Command Burst area of effect range
- Can launch Light and Support Fighters
- Can lock at extended ranges
- Conduit Jump Capable
5x penalty to Entosis Link duration
Race-Specific
In addition, carriers are role-specific by the race in which they belong. The following benefits are listed by race, based on the pilot's racial Carrier skill:
Amarr (Archon)
- 4% bonus to all armor resistances
- 5% bonus to Cenobite Support Fighter neutralization optimal range
- 1% bonus to Armored Command and Information Command burst strength and duration
Caldari (Chimera)
- 4% bonus to all shield resistances
- 5% bonus to Scarab Support Fighter ECM optimal range
- 1% bonus to Shield Command and Information Command burst strength and duration
Gallente (Thanatos)
- 5% bonus to Fighter damage
- 2.5% bonus to Fighter hitpoints
- 5% bonus to Siren Support Fighter warp disruption range
- 1% bonus to Armored Command and Skirmish Command burst strength and duration
Minmatar (Nidhoggur)
- 5% bonus to Fighter damage
- 2.5% bonus to Fighter velocity
- 5% bonus to Dromi Support Fighter stasis webification range
- 1% bonus to Shield Command and Skirmish Command burst strength and duration